Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
I know that my example is the localhost address, I was just masking the 
real IP-address.


Regards,

Marcel.


On 08/06/2024 10:30, MegaBrutal wrote:
DNS resolution should work and does work for me, just make sure the 
domain name is set up correctly.
127.0.0.1 is the localhost address, by the way, so setting up a FastDL 
server there might only have testing purposes.



Mecha Weasel  ezt írta (időpont: 2024. 
jún. 8., Szo, 9:49):


Interestingly I am using an FQDN instead of the IP address
directly (always have actually), but I will tinker with that and
take a look at logging on the web-server side.

Thanks for the help!




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/






On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at
geforce.nl <http://geforce.nl> (via hlds_linux list)
 wrote:

Just tested it and still works for my servers, I am using this
in my server.cfg

// Location of where all files are downloaded from when the
client needs them
sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
<http://127.0.0.1/~mb/files/cstrike>

So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to
my HL1 servers, that downloads do not appear to be
coming-down via FastDL?

I set this up a long time ago and worked (probably literally
for years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as
before, matching the game/mod's sub-folder structure (sounds
sub-folder, maps sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl
and everything is in place - in the expected sub-folders, etc.



Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA
weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
Last year I encountered the same issue that my sv_downloadurl stopped 
working. When I changed the FQDN to the IP-address it worked again, so 
somewhere an hlds update caused that (I think).


Regards,

Marcel


On 08/06/2024 09:48, Mecha Weasel wrote:
Interestingly I am using an FQDN instead of the IP address directly 
(always have actually), but I will tinker with that and take a look at 
logging on the web-server side.


Thanks for the help!




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/






On Fri, Jun 7, 2024 at 11:10 PM Marcel Beringer - ruffneck at 
geforce.nl <http://geforce.nl> (via hlds_linux list) 
 wrote:


Just tested it and still works for my servers, I am using this in
my server.cfg

// Location of where all files are downloaded from when the client
needs them
sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;
<http://127.0.0.1/~mb/files/cstrike>

So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to my
HL1 servers, that downloads do not appear to be coming-down via
FastDL?

I set this up a long time ago and worked (probably literally for
years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as before,
matching the game/mod's sub-folder structure (sounds sub-folder,
maps sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl and
everything is in place - in the expected sub-folders, etc.



Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] FastDL (sv_downloadurl) not working in Half-Life (HL1)?

2024-06-08 Thread via hlds_linux list
Just tested it and still works for my servers, I am using this in my 
server.cfg


// Location of where all files are downloaded from when the client needs 
them

sv_allowdownload 1
sv_allowupload 1
sv_downloadurl "http://127.0.0.1/~mb/files/cstrike;

So use http (no https) and IP-address instead of hostname.

Regards,

Marcel



On 08/06/2024 02:21, Mecha Weasel wrote:


I noticed today that when reconnecting from a new client to my HL1 
servers, that downloads do not appear to be coming-down via FastDL?


I set this up a long time ago and worked (probably literally for years).
I am not sure when it stopped working.
Maybe with the 25 anniversary update?

I checked:
* Server CVAR: sv_downloadurl is set to the correct URL still.
* Web-Site: The content is in the same file structure as before, 
matching the game/mod's sub-folder structure (sounds sub-folder, maps 
sub-folder, models sub-folder, etc.).
* Web-Site: I can browse to the URL used in sv_downloadurl and 
everything is in place - in the expected sub-folders, etc.




Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com (AKA weasel.steamid@gmail.com)
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair/




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Re: [hlds_linux] 128 tick CS2 server

2024-03-22 Thread via hlds_linux list

This clarifies things, thank you very much for this info. Case closed.


On 22/03/2024 09:21, Clayton Macleod wrote:

Perhaps this will help:
https://www.reddit.com/r/GlobalOffensive/comments/1250h19/cs2_subtick_analyzed_better_than_64_128_tick/

On Fri, Mar 22, 2024 at 12:54 AM Marcel Beringer - ruffneck at 
geforce.nl <http://geforce.nl> (via hlds_linux list) 
 wrote:


Does anyone know why Valve is not offering the opportunity to host
a 128 tick server? I mean, it's our own hardware, why not unlock
it to it's full potential?

I found this article as well:


https://bo3.gg/news/valve-declares-war-to-faceit-switching-all-cs2-servers-to-the-same-tickrate

Is this really true?


On 21/03/2024 21:49, Clayton Macleod wrote:

I thought the sub-tick system largely made this irrelevant now.
https://tradeit.gg/blog/cs2-tick-rate/

On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel
 wrote:

It's not Source engine though.  It's Source2.

On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald
 wrote:

Hi, if this is known can we please document this in the
valve wiki?

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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-- 
Clayton Macleod

If no one comes from the future to stop you from doing it, then
how bad of a decision can it really be?

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If no one comes from the future to stop you from doing it, then how 
bad of a decision can it really be?


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Re: [hlds_linux] 128 tick CS2 server

2024-03-22 Thread via hlds_linux list
Does anyone know why Valve is not offering the opportunity to host a 128 
tick server? I mean, it's our own hardware, why not unlock it to it's 
full potential?


I found this article as well:

https://bo3.gg/news/valve-declares-war-to-faceit-switching-all-cs2-servers-to-the-same-tickrate

Is this really true?


On 21/03/2024 21:49, Clayton Macleod wrote:

I thought the sub-tick system largely made this irrelevant now.
https://tradeit.gg/blog/cs2-tick-rate/

On Thu, Mar 21, 2024 at 1:09 PM Mecha Weasel 
 wrote:


It's not Source engine though.  It's Source2.

On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald  wrote:

Hi, if this is known can we please document this in the valve
wiki?
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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--
Clayton Macleod
If no one comes from the future to stop you from doing it, then how 
bad of a decision can it really be?


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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread via hlds_linux list

Thanks for clearing that up, much apreciated.


On 21/03/2024 19:47, Didrole wrote:

It is hardcoded to 64 (tick interval 0.015625).

Le jeu. 21 mars 2024 à 19:36, Marcel Beringer - ruffneck at geforce.nl 
<http://geforce.nl> (via hlds_linux list) 
 a écrit :


Then, what is the hardcoded tickrate in CS2?


On 21/03/2024 19:21, Didrole wrote:

You can't.
The tickrate is hardcoded in CS2.

Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at
geforce.nl <http://geforce.nl> (via hlds_linux list)
 a écrit :

Hi all,

What is the correct setting to start a CS2 server with 128
tick rate? Is
it in the start-up line and add '-tickrate 128' or do I have
to use a
server.cfg cvar? If so, what is the correct cvar?

Hope someone knows :)

Regards.

Marcel.
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Re: [hlds_linux] 128 tick CS2 server

2024-03-21 Thread via hlds_linux list

Then, what is the hardcoded tickrate in CS2?


On 21/03/2024 19:21, Didrole wrote:

You can't.
The tickrate is hardcoded in CS2.

Le jeu. 21 mars 2024 à 10:08, Marcel Beringer - ruffneck at geforce.nl 
<http://geforce.nl> (via hlds_linux list) 
 a écrit :


Hi all,

What is the correct setting to start a CS2 server with 128 tick
rate? Is
it in the start-up line and add '-tickrate 128' or do I have to use a
server.cfg cvar? If so, what is the correct cvar?

Hope someone knows :)

Regards.

Marcel.
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[hlds_linux] 128 tick CS2 server

2024-03-21 Thread via hlds_linux list

Hi all,

What is the correct setting to start a CS2 server with 128 tick rate? Is 
it in the start-up line and add '-tickrate 128' or do I have to use a 
server.cfg cvar? If so, what is the correct cvar?


Hope someone knows :)

Regards.

Marcel.
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Re: [hlds_linux] Re: Lets see who the Thief was....

2024-03-11 Thread via hlds_linux list



Thanks for clearing that up Christopher.

Now back to work.

Regards,

Marcel


On Sun, 10 Mar 2024, StealthMode Hu wrote:


I will state this, and stop.

A lot of Stolen Valor around VALVe and on these lists.

Like how it went from REAKTOR to Steam.

Anyone here remember Alfred, remember back in 2001 to 2003?
The time the list allegedly got hit by a Virus?
The worlds first encryption virus / ransomware was what VALVe got hit with.

Or when someone at VALVe downloaded that virus through a link.
And it backdoored HL2 Alpha files from their network?

Yeah.
Valve has stolen much, and made quite a few Enemies over the years.
Including their ex developers.
For a lot of Intellectual Property Theft.

I point that out. Cause Alfred is gone.
And the people there today, are the worst in the industry.
With the sloppiest mash up of mixed programming in the history of a
software developer.

That said.
Decompile VALVes stuff sometime ( I Recommend HxD decompiler, freeware
hexadecimal / machine assembly editor / programming tool ).

You will see Quake 2 code still in GoldSRC.
You will see HAVOKS physics still in Source.
Havok was the real genius behind the physics engine.

Anyone remember how it went from WON slow updating, to REAKTOR development?
OR how Reaktor became Steam?
Not Grid, not Gazelle.

REAKTOR.

Shows how much theft, misinformation, and disinformation is out there about
the factual Developer(s) of Steam platform. Versus the Staff at Valve who
stole the concept, and profited off of it.

Stole all of the communities concepts over the years.

I can see why everyone cheats in cs2.
Or hacks the platform, and rips them off for every game title on the
platform.

Why the platform is being exploited all of the time.

Its ok though, a Master never reveals everything.
And not just anyone can speak 1 and 0 fluently.
Nor knows what Binary Logic Controller programming using boolean algebra is.

I digress.

Yall be safe with all that wide open script kiddy engine shit over there.
Cause the engine for the Client, the Steam Client, HLDS/SRCDS can all be
used as points of attack for anything connected to the Steam network.

End Contact.

-StealthMode
Applied Physicist

On Sun, Mar 10, 2024 at 4:58 PM StealthMode Hu 
wrote:


About two years ago now.
I outlined a POC of a new type of Exploit involving Clients / Servers.

I explained it on the hlds mailing list.

A few months later, someone on this list stole that POC.

Made the bitmap, and got paid by VALVe for an exploit I found.

I want that person to respond to this msg.
And admit they are a Thief.

I have a number of other exploits.
That I never revealed to VALVe or these lists.

A Master will never disclose the full knowledge in front of amateurs.

I will state this.

HLDS / SRCDS can be used to inject any client with anything.
HLDS / SRCDS can be used to inject STEAM PLATFORM with anything. ( Token
Auth Server / VAC ).

And any MAP, MODEL, SKIN, SPRITE, TEXTURE, OR even just a simple resource
file.

CAN ALL HAVE MALICIOUS PROGRAMMING EMBEDDED INTO THEM.

Just like the Spraypaint exploit.
Malicious Programming can be embedded into any image file, texture file,
model file, material file, map file.

Or in just a malformed packet / file.
And transmitted from the HLDS / SRCDS.

Now, I dare ya. Try to steal this one and get paid for it on HackerOne.

Thats the difference between an Applied Physicist and rank amateurs.

End Contact.

-StealthMode


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Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread via hlds_linux list

I figured out the automated check:

/usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login 
 +app_update 730 +quit


And have it mailed to me:

/usr/games/steamcmd +force_install_dir "/home/beringer/cs2-ds" +login 
 +app_update 730 +quit | mail -s "Counter-Strike 2 update" 



And put it in cron for a daily check at 6AM and 6PM:

0 6,18 * * * /usr/games/steamcmd +force_install_dir 
"/home/beringer/cs2-ds" +login  +app_update 730 +quit | 
mail -s "Counter-Strike 2 update" 


Still have to restart the server after an update, but at least now I get 
a notification and see if there was an update, so at the moment this 
works for me :)


Regards,

Marcel


On 07/12/2023 10:18, Marcel Beringer wrote:

Hi Mecha,

Thanks for your reply.

May I ask what your update script looks like? Maybe it's an idea to 
use cron and do a daily update(s) in stead of checking the API.


Looking forward to hear from you.

Best regards,

Marcel


On 07/12/2023 05:01, Mecha Weasel wrote:

I am doing basically the same thing I do with other Source games:

I have a "check" script that runs every hour.  It checks information 
from the game's steam.inf file using the Steam API update check URL 
(example: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml 
<http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml>) 
to see if a newer version of the app is available in Steam.


If so, it then kicks-off an "update" script that basically invokes 
the SteamCMD app update for that appid (730 now for CS).


Seems to be working, but still keeping an eye on it.


On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at 
geforce.nl <http://geforce.nl> (via hlds_linux list) 
 wrote:


Hi,

Is there a solution for auto updating a CS2 dedicated server on
linux?

Does '-autoupdate' do the trick in the startup line?

I hope someone has a solution, I am now daily updating manually with
'steamcmd' and 'app_update 730'.

Best regards,

Marcel
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Re: [hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-07 Thread via hlds_linux list

Hi Mecha,

Thanks for your reply.

May I ask what your update script looks like? Maybe it's an idea to use 
cron and do a daily update(s) in stead of checking the API.


Looking forward to hear from you.

Best regards,

Marcel


On 07/12/2023 05:01, Mecha Weasel wrote:

I am doing basically the same thing I do with other Source games:

I have a "check" script that runs every hour.  It checks information 
from the game's steam.inf file using the Steam API update check URL 
(example: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml 
<http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=$SERVER_APPID=$SERVER_CURRENT_VERSION=xml>) 
to see if a newer version of the app is available in Steam.


If so, it then kicks-off an "update" script that basically invokes the 
SteamCMD app update for that appid (730 now for CS).


Seems to be working, but still keeping an eye on it.


On Wed, Dec 6, 2023 at 1:00 AM Marcel Beringer - ruffneck at 
geforce.nl <http://geforce.nl> (via hlds_linux list) 
 wrote:


Hi,

Is there a solution for auto updating a CS2 dedicated server on linux?

Does '-autoupdate' do the trick in the startup line?

I hope someone has a solution, I am now daily updating manually with
'steamcmd' and 'app_update 730'.

Best regards,

Marcel
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[hlds_linux] Autoupdate CS2 linux dedicated server

2023-12-06 Thread via hlds_linux list

Hi,

Is there a solution for auto updating a CS2 dedicated server on linux?

Does '-autoupdate' do the trick in the startup line?

I hope someone has a solution, I am now daily updating manually with 
'steamcmd' and 'app_update 730'.


Best regards,

Marcel
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Re: [hlds_linux] How to block fake servers?

2023-11-26 Thread via hlds_linux list

The game is completely unplayable, all servers are filled with fake servers.


https://prnt.sc/JHUc8fLUQ2n1

https://prnt.sc/uOQ9EFQDFS5l

https://prnt.sc/HEOFM4kNrQOJ

https://prnt.sc/lcb6m7eUnfgz

https://prnt.sc/_pQQQTO_7mLa


On 11/26/2023 10:50 PM, YUAN RUI - number201724 at me.com (via 
hlds_linux list) wrote:


In China, the CS server list is flooded with thousands of fake 
servers, resulting in the fact that only his server can be entered, 
and normal servers cannot be refreshed at all.


Can valve block these servers?


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[hlds_linux] How to block fake servers?

2023-11-26 Thread via hlds_linux list
In China, the CS server list is flooded with thousands of fake servers, 
resulting in the fact that only his server can be entered, and normal 
servers cannot be refreshed at all.


Can valve block these servers?

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Re: [hlds_linux] Re: Daily digest for hlds_linux@list.valvesoftware.com

2023-11-23 Thread via hlds_linux list

Oh wait it's not that bad! The file 'liblist.gam' is back to the default.

So only thing you have to do (when running metamod) is adding it again 
in the liblist.gam in the cstrike folder:


Change:
gamedll "dlls\mp.dll"
gamedll_linux "dlls/cs.so"
gamedll_osx "dlls/cs.dylib"

To:
gamedll_linux "addons/metamod/dlls/metamod_i386.so"

And then all is working again :)

Cheers,

Marcel Beringer


On 23/11/2023 14:20, Marcel Beringer - ruffneck at geforce.nl (via 
hlds_linux list) wrote:
This works for me, but you have to reinstall/reconfigure metamod and 
all of your modules :(


mb@cs16:~$ steamcmd
Redirecting stderr to '/home/mb/Steam/logs/stderr.txt'
Logging directory: '/home/mb/Steam/logs'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: 
cannot open shared object file: No such file or directory

OK

Steam>force_install_dir /home/mb/cs16

Steam>login anonymous

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK

Steam>app_update 90 -beta steam_legacy
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x61) downloading, progress: 24.14 (15651039 / 64835172)
 Update state (0x81) verifying update, progress: 53.19 (34487800 / 
64835172)

Success! App '90' fully installed.

Steam>quit

And then the server will start again.

Thanks Valve...


On 23/11/2023 01:51, Linux Dedicated Server Mailing List wrote:
Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<#msg23801438> - wickedplayer494 /(22 Nov 2023 02:38 UTC)/



Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<https://list.valvesoftware.com/hlds_linux/msg/23801438/> by 
wickedplayer494 <mailto:wickedplayer...@gmail.com> /(22 Nov 2023 
02:38 UTC)/
Reply to list <mailto:hlds_linux@list.valvesoftware.com?Subject=Re: 
[hlds_linux] HL 2012-11-17 Update breaks dedicated 
server?=%3CCAAgn4f67b%2Bb399gHTwbqobE%3DCix3j2qK2uvwFKSLzdkXkR3LRA%40mail.gmail.com%3E%20%3CDB9PR03MB7465498287C5C8CD1FC5D00883B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f4j3ciji_s4n_M4xAxY3nTcLrYuoesg1JYCZG71%3DFjQOA%40mail.gmail.com%3E%20%3CDB9PR03MB7465639707625A11E57EAFDE83B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f7kD%3DauKFDRzwoOpLH0aDCW2pqsE8dT24Vmn2kS1GWz6g%40mail.gmail.com%3E%20%3CCAAgn4f4itc1398fn6hZJdFBaWm5kzgybH34bx%2Bmg6ar_bHkZ%2Bg%40mail.gmail.com%3E%20%3CCAAgn4f5JqxqpQjuv25sX-iYgGS1NuOVdwibPs5GGsMz3ed5S_w%40mail.gmail.com%3E%20%3Ce1e58b86-d59e-4648-9113-b90f2d5eff07%40geforce.nl%3E%20%3C370761876.2852341.1700298153125%40mail.yahoo.com%3E%20%3CCAAgn4f5Mj5_nRP54%3Dzz3%2BSfkQG-Qe2Hs_YPXVeWMAmTV3duw1g%40mail.gmail.com%3E%20%3C5d1fa8b6-94f0-4858-a4f3-b8ad7a131eb3%40gmail.com%3E>


The "steam_legacy" branch has just been made available on the
HLDS app for those who want or need it to get servers for broken
mods back up and running. As Sam mentioned, pass "-beta
steam_legacy" as part of your app_update command in SteamCMD.
On 11/18/2023 1:48 PM, Mecha Weasel wrote:
"The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build."
Any instructions anywhere on how to actually accomplish this via
SteamCMD?

On Sat, Nov 18, 2023 at 1:03?AM Milan - gadget_gadget1 at
yahoo.com <http://yahoo.com> (via hlds_linux list)
 wrote:
Right from the update page:
The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build.

Sent from Yahoo Mail on Android

<https://mail.onelink.me/107872968?pid=nativeplacement=Global_Acquisition_YMktg_315_Internal_EmailSignature_sub1=Acquisition_sub2=Global_YMktg_sub3=_sub4=100000604_sub5=EmailSignature__Static_>

On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at
geforce.nl <http://geforce.nl> (via hlds_linux list)
 wrote:
I don't know what update this was, but it totally wrecked my
steam/half-life/cstrike install.

When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope I
have some attention now.

On my othe

[hlds_linux] Re: Daily digest for hlds_linux@list.valvesoftware.com

2023-11-23 Thread via hlds_linux list
This works for me, but you have to reinstall/reconfigure metamod and all 
of your modules :(


mb@cs16:~$ steamcmd
Redirecting stderr to '/home/mb/Steam/logs/stderr.txt'
Logging directory: '/home/mb/Steam/logs'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed: steamservice.so: 
cannot open shared object file: No such file or directory

OK

Steam>force_install_dir /home/mb/cs16

Steam>login anonymous

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK

Steam>app_update 90 -beta steam_legacy
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
 Update state (0x61) downloading, progress: 24.14 (15651039 / 64835172)
 Update state (0x81) verifying update, progress: 53.19 (34487800 / 
64835172)

Success! App '90' fully installed.

Steam>quit

And then the server will start again.

Thanks Valve...


On 23/11/2023 01:51, Linux Dedicated Server Mailing List wrote:
Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<#msg23801438> - wickedplayer494 /(22 Nov 2023 02:38 UTC)/



Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server? 
<https://list.valvesoftware.com/hlds_linux/msg/23801438/> by 
wickedplayer494 <mailto:wickedplayer...@gmail.com> /(22 Nov 2023 02:38 
UTC)/
Reply to list <mailto:hlds_linux@list.valvesoftware.com?Subject=Re: 
[hlds_linux] HL 2012-11-17 Update breaks dedicated 
server?=%3CCAAgn4f67b%2Bb399gHTwbqobE%3DCix3j2qK2uvwFKSLzdkXkR3LRA%40mail.gmail.com%3E%20%3CDB9PR03MB7465498287C5C8CD1FC5D00883B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f4j3ciji_s4n_M4xAxY3nTcLrYuoesg1JYCZG71%3DFjQOA%40mail.gmail.com%3E%20%3CDB9PR03MB7465639707625A11E57EAFDE83B7A%40DB9PR03MB7465.eurprd03.prod.outlook.com%3E%20%3CCAAgn4f7kD%3DauKFDRzwoOpLH0aDCW2pqsE8dT24Vmn2kS1GWz6g%40mail.gmail.com%3E%20%3CCAAgn4f4itc1398fn6hZJdFBaWm5kzgybH34bx%2Bmg6ar_bHkZ%2Bg%40mail.gmail.com%3E%20%3CCAAgn4f5JqxqpQjuv25sX-iYgGS1NuOVdwibPs5GGsMz3ed5S_w%40mail.gmail.com%3E%20%3Ce1e58b86-d59e-4648-9113-b90f2d5eff07%40geforce.nl%3E%20%3C370761876.2852341.1700298153125%40mail.yahoo.com%3E%20%3CCAAgn4f5Mj5_nRP54%3Dzz3%2BSfkQG-Qe2Hs_YPXVeWMAmTV3duw1g%40mail.gmail.com%3E%20%3C5d1fa8b6-94f0-4858-a4f3-b8ad7a131eb3%40gmail.com%3E>


The "steam_legacy" branch has just been made available on the HLDS
app for those who want or need it to get servers for broken mods
back up and running. As Sam mentioned, pass "-beta steam_legacy"
as part of your app_update command in SteamCMD.
On 11/18/2023 1:48 PM, Mecha Weasel wrote:
"The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build."
Any instructions anywhere on how to actually accomplish this via
SteamCMD?

On Sat, Nov 18, 2023 at 1:03?AM Milan - gadget_gadget1 at
yahoo.com <http://yahoo.com> (via hlds_linux list)
 wrote:
Right from the update page:
The previous version of the game has been archived to a publicly
visible Beta branch named "steam_legacy", with the description
"Pre-25th Anniversary Build." If a mod or feature is behaving in
an unexpected way, you may need to run this archived build until
the issue is resolved in the default build.

Sent from Yahoo Mail on Android

<https://mail.onelink.me/107872968?pid=nativeplacement=Global_Acquisition_YMktg_315_Internal_EmailSignature_sub1=Acquisition_sub2=Global_YMktg_sub3=_sub4=10604_sub5=EmailSignature__Static_>

On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at
geforce.nl <http://geforce.nl> (via hlds_linux list)
 wrote:
I don't know what update this was, but it totally wrecked my
steam/half-life/cstrike install.

When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope I
have some attention now.

On my other computer after auto updating Steam the same happens,
with the same errors.

Please advice.

Kind regards,

Marcel


On 18/11/2023 02:55, Mecha Weasel wrote:
Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!

On Fri, Nov 17, 2023 at 4:08?PM Mecha Weasel
 wrote:
Output of "update" process:
[  0%] Checking for available updates.

Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-18 Thread via hlds_linux list
Right from the update page:
   
   - The previous version of the game has been archived to a publicly visible 
Beta branch named "steam_legacy", with the description "Pre-25th Anniversary 
Build." If a mod or feature is behaving in an unexpected way, you may need to 
run this archived build until the issue is resolved in the default build.


Sent from Yahoo Mail on Android 
 
  On Sat, 18 Nov 2023 at 7:32, Marcel Beringer - ruffneck at geforce.nl (via 
hlds_linux list) wrote:I don't know what 
update this was, but it totally wrecked my steam/half-life/cstrike install.
 
 When trying to start Counter-Strike 1.6:
 
 
 
 
 
 
 
 I know, this has nothind to do with hlds_linux, but I do hope I have some 
attention now.
 
 On my other computer after auto updating Steam the same happens, with the same 
errors.
 
 Please advice.
 
 Kind regards,
 
 Marcel
 
 
 On 18/11/2023 02:55, Mecha Weasel wrote:
  
 
Update: - Re-installed AppID 90 from scratch in a new folder. - Put all my 
custom content back-in (maps, etc.) - Re-enabled MetaMod in liblist.gam file, 
etc. - Testing now! 
   
  On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel  
wrote:
  
 Output of "update" process: 
  [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation - version 1700160359
 -- type 'quit' to exit --
 Loading Steam API...dlmopen steamservice.so failed: steamservice.so: cannot 
open shared object file: No such file or directory
 OK
 
 Connecting anonymously to Steam Public...OK
 Waiting for client config...OK
 Waiting for user info...OK
 Success! App '90' already up to date.
  
   
  On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel  
wrote:
  
 Well I just updated the existing installation that was working for years. 
  Not errors during that process.  
  On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:
  
  
What's the output when you install the dedicated server app? There was a 
problem where you had to run the command multiple times to fully install it, so 
some files could be missing.
 

 
 On 17/11/2023 22:52, Mecha Weasel wrote:
  
 Half-Life. Is its dedicated server still installed via AppID 90? even though 
it's actually AppID 70? (that dates back over a decade, I forget why). 
   
  On Fri, Nov 17, 2023 at 1:17 PM Sam V  wrote:
  
  
Which game are you trying to host? Only Half-Life works with this engine 
update, other games require you to be running the steam_legacy branch. That 
also includes mods.
 
 

 
 On 17/11/2023 22:14, Mecha Weasel wrote:
  
 Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server 
crashes after update to HL released today! 
  Console output ...
 Auto-restarting the server on crash
  
 Console initialized.
 Using breakpad crash handler
 Setting breakpad minidump AppID = 70
 Forcing breakpad minidump interfaces to load
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit
 Protocol version 48
 Exe version 1.1.2.2/Stdio (valve)
 Exe build: 19:52:19 Aug  3 2020 (8684)
 STEAM Auth Server
 Server IP address 162.248.88.40:6101
 Couldn't get GiveFnptrsToDll in
 Host_Error: Couldn't get DLL API from !
 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from !
   
  
   
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 please visit:
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Re: [hlds_linux] HL 2012-11-17 Update breaks dedicated server?

2023-11-17 Thread via hlds_linux list
I don't know what update this was, but it totally wrecked my 
steam/half-life/cstrike install.


When trying to start Counter-Strike 1.6:







I know, this has nothind to do with hlds_linux, but I do hope I have 
some attention now.


On my other computer after auto updating Steam the same happens, with 
the same errors.


Please advice.

Kind regards,

Marcel


On 18/11/2023 02:55, Mecha Weasel wrote:

Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!


On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel 
 wrote:


Output of "update" process:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1700160359
-- type 'quit' to exit --
Loading Steam API...dlmopen steamservice.so failed:
steamservice.so: cannot open shared object file: No such file or
directory
OK

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.


On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel
 wrote:

Well I just updated the existing installation that was working
for years.

Not errors during that process.

On Fri, Nov 17, 2023 at 1:55 PM Sam V  wrote:

What's the output when you install the dedicated server
app? There was a problem where you had to run the command
multiple times to fully install it, so some files could be
missing.


On 17/11/2023 22:52, Mecha Weasel wrote:

Half-Life.
Is its dedicated server still installed via AppID 90?
even though it's actually AppID 70? (that dates back over
a decade, I forget why).


On Fri, Nov 17, 2023 at 1:17 PM Sam V
 wrote:

Which game are you trying to host? Only Half-Life
works with this engine update, other games require
you to be running the steam_legacy branch. That also
includes mods.


On 17/11/2023 22:14, Mecha Weasel wrote:

Removed all my mods (metamod, amx-mox-x, jk-botti,
etc.), but still server crashes after update to HL
released today!

Console output ...
Auto-restarting the server on crash

Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Protocol version 48
Exe version 1.1.2.2/Stdio <http://1.1.2.2/Stdio> (valve)
Exe build: 19:52:19 Aug  3 2020 (8684)
STEAM Auth Server
Server IP address 162.248.88.40:6101
<http://162.248.88.40:6101>
Couldn't get GiveFnptrsToDll in
Host_Error: Couldn't get DLL API from !
FATAL ERROR (shutting down): Host_Error: Couldn't
get DLL API from !


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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-16 Thread via hlds_linux list
We'll fix this with the next update. Thanks for the email.

-Eric


-Original Message-
From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Temmie S
Sent: Saturday, July 15, 2023 11:06 AM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

It seems with the new update you are no longer able to capture the objective on 
pd_watergate

On 7/13/23 23:15, Eric Smith - erics at valvesoftware.com (via hlds_linux list) 
wrote:
> We've released a mandatory update for TF2. The new version number is 8192807. 
> The notes for the update are below.
>
> Thanks.
>
> -Eric
>
> -
>
> - Fixed a crash when opening the achievement dialog
> - Fixed a bug where custom replacement materials in a map could 
> persist to other maps
> - Fixed a bug where some particles were not the using correct particle 
> types on clients
> - Fixed EmitSoundEx not using the correct sound name
> - Fixed the Strange Filter prefix for vsh_tinyrock
> - Fixed missing sounds and animation blends for the Taunt: Teufort 
> Tango
> - Fixed the equip_region for The Shrapnel Shell
> - Updated vsh_skirmish to fix an issue where some props would 
> disappear when viewed at certain angles
> - Updated pl_phoenix
>   - Fixed missing materials
>   - Fixed various physics props obstructing the payload cart
> - Updated vsh_nucleus
>   - Fixed an exploit that allowed players to build out of bounds
>   - Added decals to ammo pack locations throughout the map
>
> ___
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> please visit:
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[hlds] RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2023-07-12 Thread via hlds list
I’ll ping the developer who was working on that, but as far as I know it should 
be fixed for all cases.

-Eric



From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Wednesday, July 12, 2023 2:14 PM
To: hlds_linux 
Cc: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 

Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Regarding this patch note:

* Fixed the Mann vs. Machine upgrade panel closing after receiving a 
matchmaking party invite

There are a couple of other things that can cause it to close as well, like a 
player joining/leaving the server. Are these also fixed or does it still happen?
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[hlds_linux] Killing Floor 2 Required Server Update

2023-02-02 Thread via hlds_linux list

Admins,

We have just pushed a Quality Of Life update for Killing Floor 2 
servers. The client update that goes with this is expected to follow 
within the hour.


To update your servers use the SteamCMD command:

 * app_update 232130
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[hlds_linux] RE: Mandatory Team Fortress 2 update released

2022-10-20 Thread via hlds_linux list
Should be fixed. Thanks.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Gael Coral
Sent: Thursday, October 20, 2022 6:06 PM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] [hlds_linux] Re: Mandatory Team Fortress 2 update 
released

For some reason, the update notes on steam, the title is Untitled.

https://steamcommunity.com/games/TF2/announcements/detail/3380540365813773191
[Image removed by 
sender.]<https://steamcommunity.com/games/TF2/announcements/detail/3380540365813773191>

Steam :: Team Fortress 2 :: 
Untitled<https://steamcommunity.com/games/TF2/announcements/detail/3380540365813773191>
An update to Team Fortress 2 has been released. The update will be applied 
automatically when you restart Team Fortress 2. The major changes include: 
Fixed the Grim Tweeter hiding the hat/headphones Updated cp_spookeyridge to fix 
missing tool brushes Updated pd_farmageddon Lighting changes Minor detail 
changes Reworked scarecrow logic to make use of the setmodel and ondeath 
commands Set scarecrow health to 500 Updated menu text Updated ctf_crasher 
Fixed an edge case where a Giant's attributes...
steamcommunity.com



De: hlds_linux@list.valvesoftware.com  en 
nombre de Eric Smith - erics at valvesoftware.com (via hlds_linux list) 

Enviado: jueves, 20 de octubre de 2022 06:03 p. m.
Para: hlds_linux@list.valvesoftware.com ; 
hlds ; 'hlds_annou...@list.valvesoftware.com' 

Asunto: [hlds_linux] Mandatory Team Fortress 2 update released

We've released a mandatory update for TF2. The new version number is 7602386. 
The notes for the update can be found here:


https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D154751data=05%7C01%7C%7C601d421c6aa049d17a6608dab3002460%7C84df9e7fe9f640afb435%7C1%7C0%7C638019110443915905%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7Csdata=m1F2aOvLQky%2BcOC9flDztosCq4Sf%2BOVNyO2nKbsz3Uc%3Dreserved=0

Thanks.

-Eric

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RE: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
We're investigating.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of gael coral
Sent: Friday, October 7, 2022 5:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

Same situation here

De: hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>> 
en nombre de Temmie S mailto:boing8...@gmail.com>>
Enviado: viernes, 7 de octubre de 2022 05:48 p. m.
Para: 
hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com> 
mailto:hlds_linux@list.valvesoftware.com>>
Asunto: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Can confirm when attempting to update my servers. Update gets stuck at 91.63 
(391256415 / 426985047) when running the update

On Sat, Oct 8, 2022 at 12:46 AM Naleksuh 
mailto:nalek...@naleksuh.com>> wrote:
Also, not sure if this issue is temporary or permanent but no-one can download 
the update. The download stays forever and never finishes. Multiple people not 
just me having this problem and no clients or servers have successfully updated.



 On Fri, 07 Oct 2022 17:35:31 -0700 Naleksuh 
mailto:nalek...@naleksuh.com>> wrote ---

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at 
valvesoftware.com<https://nam12.safelinks.protection.outlook.com/?url=http%3A%2F%2Fvalvesoftware.com%2F=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=ZCNH9Px7YQSBZgg%2FBimJdZ07kcfP1jYiHbw68eDks5c%3D=0>
 (via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---




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We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:


https://www.teamfortress.com/post.php?id=144159<https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.teamfortress.com%2Fpost.php%3Fid%3D144159=05%7C01%7C%7C4fcc7bd6039d4ce4693008daa8c6de05%7C84df9e7fe9f640afb435%7C1%7C0%7C638007869320490645%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C=yoML5x4hPR9JcvNfzZM%2FI6nSTp3RQfqbQzS6dRYZtlU%3D=0>

Thanks.

-Eric

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RE: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2022-10-07 Thread via hlds_linux list
It’s been fixed. Thanks.

-Eric


From: hlds_linux@list.valvesoftware.com  On 
Behalf Of Naleksuh
Sent: Friday, October 7, 2022 5:36 PM
To: hlds_linux 
Subject: [External Mail] Re: [hlds_linux] Mandatory Team Fortress 2 update 
released

The blog post is labbeled as "Valve" and not "TF2 Team". Is this on purpose?



 On Fri, 07 Oct 2022 17:34:05 -0700 Eric Smith - erics at valvesoftware.com 
(via hlds_linux list) 
mailto:hlds_linux@list.valvesoftware.com>> 
wrote ---

We've released a mandatory update for TF2. The new version number is 7570091. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=144159

Thanks.

-Eric

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[hlds] Required Killing Floor 2 Update - Server Files now available

2022-08-11 Thread via hlds list
We have just pushed the server files live, the client files will follow 
shortly.  This hotfix addresses platform connectivity issues.


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[hlds_linux] Killing Floor 2 - Hotfix Server Files Now Live

2022-07-13 Thread via hlds_linux list
A required server update is now available for admins to pull down.  The 
client files will follow shortly.  This addresses purchase issues 
related to entitlements that some players are experiencing.


* Admins should also be aware in relation to the ongoing player 
connection issues:*


We recommend that you restart your servers at regular intervals at this 
time for the best experience of your players, we are continuing to dig 
into the cause to develop a long term fix.


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[hlds_linux] Killing Floor 2 Summer Update - Server Files Are Now Available

2022-06-14 Thread via hlds_linux list
Admins, the server files for the Killing Floor 2 summer update have just 
been set live.  Use the following SteamCMD line to initiate the update:


app_update 232130

Those who participated in the beta program may want to use the flag: 
-beta none


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Re: [hlds_linux] Unable to Connect to Steam With More Than One Server at a Time

2022-05-30 Thread Julian - hi at notnite.com (via hlds_linux list)

Perhaps don't try and buy an invite to a service on a Valve mailing list?

On 5/30/2022 12:24 PM, Temmie S wrote:
Hey Vi how much do I have to pay you to get a Rise Up invitation. I've 
wanted one for years but I tend to be a bit of a recluse when it comes 
to chat rooms.


On Sun, May 29, 2022 at 8:37 PM Vi  wrote:

oh! you figured it out. i really should read the last email up
instead of first email down LMAO

well, whatever now, i already sent the emails :P

good job though!

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--
Sent from my Sega CD 32X
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[hlds_linux] RE: Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-05 Thread via hlds_linux list
We've also updated "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013 
Dedicated Server".  Let me know if there are any problems.

Thanks.

-Eric



-Original Message-
From: Eric Smith 
Sent: Friday, July 2, 2021 1:43 PM
To: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 
; 'hlds_linux@list.valvesoftware.com' 

Subject: Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

We've released mandatory updates for Counter-Strike: Source, Day of Defeat: 
Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source. The new 
version number for each game is 6630498. The notes for the updates are below.

Thanks.

-Eric



- Numerous security and stability improvements

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[hlds_linux] Mandatory CS:S, DoD:S, HL2:DM, and HLDM:S updates released

2021-07-02 Thread via hlds_linux list
We've released mandatory updates for Counter-Strike: Source, Day of Defeat: 
Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source. The new 
version number for each game is 6630498. The notes for the updates are below.

Thanks.

-Eric



- Numerous security and stability improvements

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[hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread via hlds_linux list
We've released another mandatory update for TF2. The new version number is 
6623512. The notes for the update are below.

Thanks.

-Eric



- Fixed players not being able to download large custom maps from servers
- Added check to prevent players without admin access using the dump_all_caches 
server command

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[hlds_linux] RE: Mandatory Team Fortress 2 update released

2021-06-22 Thread via hlds_linux list
We're looking into the reports of large maps not being downloaded to clients.  
Thanks.

-Eric



-Original Message-
From: Eric Smith 
Sent: Tuesday, June 22, 2021 10:07 AM
To: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 
; 'hlds_linux@list.valvesoftware.com' 

Subject: Mandatory Team Fortress 2 update released

We've released a mandatory update for TF2. The new version number is 6616932. 
The notes for the update are below.

Thanks.

-Eric



- Added the Summer 2021 Cosmetic Case
- Contains 18 new community-contributed items
- Adds 6 new community-created Unusual effects
- Numerous security and stability improvements
- Added a cooldown before a player can create a vote when they join a match 
already in-progress
- sv_vote_late_join_time controls the grace period after the match 
starts before the cooldown is applied: default 90 secs
- sv_vote_late_join_cooldown controls the length of the cooldown: 
default 5 min
- Kick votes will end early and automatically pass if the vote target leaves 
the match during the vote
- Added a ConVar to control players changing their name during a match
- tf_allow_player_name_change: default is 1
- Matchmaking servers will set this to 0
- Updated the player list in the vote-kick dialog to show the time each player 
has been connected to the server
- Removed the disconnect reason from the message when players leave the server
- Updated the Mann vs. Machine "inspect" command to only work for players in 
your party or in your Friends list
- Moved materials for the community particle effects into the Effects/workshop 
sub-folder to distinguish them from Valve materials
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
- Fixed clipping throughout map
- Fixed explosion splash being caught by objects throughout map
- Made movement smoother throughout map
- Reworked some problematic areas like the kitchen
- Minor visual enhancements throughout the map
- Updated cp_process
- Fixed incorrect skin for the Red radio tower

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[hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6616932. 
The notes for the update are below.

Thanks.

-Eric



- Added the Summer 2021 Cosmetic Case
- Contains 18 new community-contributed items
- Adds 6 new community-created Unusual effects
- Numerous security and stability improvements
- Added a cooldown before a player can create a vote when they join a match 
already in-progress
- sv_vote_late_join_time controls the grace period after the match 
starts before the cooldown is applied: default 90 secs
- sv_vote_late_join_cooldown controls the length of the cooldown: 
default 5 min
- Kick votes will end early and automatically pass if the vote target leaves 
the match during the vote
- Added a ConVar to control players changing their name during a match
- tf_allow_player_name_change: default is 1
- Matchmaking servers will set this to 0
- Updated the player list in the vote-kick dialog to show the time each player 
has been connected to the server
- Removed the disconnect reason from the message when players leave the server
- Updated the Mann vs. Machine "inspect" command to only work for players in 
your party or in your Friends list
- Moved materials for the community particle effects into the Effects/workshop 
sub-folder to distinguish them from Valve materials
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
- Fixed clipping throughout map
- Fixed explosion splash being caught by objects throughout map
- Made movement smoother throughout map
- Reworked some problematic areas like the kitchen
- Minor visual enhancements throughout the map
- Updated cp_process
- Fixed incorrect skin for the Red radio tower

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[hlds_linux] Mandatory Team Fortress 2 update released

2021-03-02 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6394067. 
The notes for the update are below.

Thanks.

-Eric



- Added a round timer to cp_powerhouse
- Updated/Added some tournament medals
- Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2021-01-08 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6300758. 
The notes for the update are below.

Thanks.

-Eric



- Updated pl_pier
- Added additional exits to forward spawns
- Added windows to RED final spawn
- Added small platform to the first beach
- Improved general clipping
- Players can no longer build on the tables in RED spawn

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-12-16 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6269048. 
The notes for the update are below.

Thanks.

-Eric



- Fixed a client crash related to inspecting the same item twice
- Fixed the Strange Count Transfer Tool not being able to transfer stats 
between Mad Milk and Mutated Milk
- Fixed the equip_region for Pebbles the Penguin
- Fixed not being able to use Taunt: The Table Tantrum Unusualifier on Taunt: 
The Boiling Point
- Updated Taunt: The Pooped Deck to fix some sounds
- Updated the localization files
- Updated ctf_snowfall_final
- Fixed an issue some players were having with candy cane textures
- Updated the lighting
- Updated pl_wutville_event
- The Smissmas trees are now properly colliding with mercs and ordinance
- The larger first BLU spawn has been re-zoned for proper class changes 
and no more Engineer shenanigans
- Wooden crates and furniture from the 2Fort division has had the 
minimum DirectX levels restored and should now be visible to mercs
- Clipping of ledges and outcroppings around the Control Points has 
been installed to keep the merc's boots on the ground
- The train tunnels will no longer allow for early escape

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-12-11 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6258167. 
The notes for the update are below.

Thanks.

-Eric



- Fixed the Spy's arms not cloaking
- Updated Taunt: Spin-to-Win to fix an animation timing issue
- Updated Taunt: The Pooped Deck with missing animations and sounds
- Updated the equip_region for The Cammy Jammies
- Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-12-09 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6252422. 
The notes for the update are below.

Thanks.

-Eric



- Fixed Strange war paint weapons not including the Strange attribute in their 
name
- Fixed an issue with the Select Style and Adjust Unusual dialogs not 
displaying properly in the loadout panel at some resolutions
- Added jingle sound to the Elf Care Provider
- Added Taunt: The Table Tantrum to the list of items for the Unusualifier
- Updated the Anodized Aloha war paint to fix an issue with the Back Scratcher
- Updated Taunt: The Fist Bump to add a particle effect on success
- Updated Taunt: The Boston Boarder to fix moving forward too early
- Updated Taunt: Spin-to-Win to have the sign stay longer at the end of the 
taunt
- Updated web page with community fixes from Liam Stone (boba)
- Updated Spy invis materials with community fixes from Liam Stone (boba)
- Updated/Added some tournament medals
- Updated the localization files
- Updated pd_snowville_event
- Fixed ground texture incompatibility with mat_specular 0
- Fixed clipping issues
- Rewrote HUD file to not conflict with custom HUDs
- Festivized the middle pine tree
- Updated pl_pier
- Expanded hallways to BLU spawn exits
- Players can no longer build inside RED spawn
- Fixed rock occasionally missing a texture
- Fixed clipping not covering some roof overhangs

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-12-03 Thread via hlds_linux list
We've released a mandatory update for TF2. This is the Smissmas update. The new 
version number is 6239334. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=78083

Thanks.

-Eric

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Re: [hlds_linux] ;)

2020-11-16 Thread via hlds_linux list
In the UK, the term "legal counsel" is interchangeable with "Attorney", and the 
picture just seems to clear this fact up. However refusing to sit the bar exam 
means that generally that specific person can't serve in a court as a lawyer- 
hence the person isn't an attorney. However they can still do the other 
functions of a lawyer. Whilst the allegations put forward are backed with 
evidence yet to be available to me (I may simply check the archives), and the 
lack of verification of certification from d'Arc does raise validity questions, 
there's nothing at the moment completely "damning" apart from the previous 
mentioned and the questionable formality (but this may just be my own lack of 
perception).

As there is still a lack of evidence from the parties who put forward this 
allegation, I retain my position as of last message, but I will try to remain 
unbiased throughout so this doesn't dissolve into a 2004-esque forum flamewar.
 Original Message 
On Nov 16, 2020, 8:49 PM, Melvyn Depeyrot wrote:

> https://media.discordapp.net/attachments/389102232747900929/777995618148286504/unknown.png
> Even their "lawyer" knows that they're not a lawyer.
>
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Re: [hlds_linux] Re: ;)

2020-11-16 Thread via hlds_linux list
Assuming those emails weren't faked (and I have no reason to believe so unless 
evidence to the contrary appears), I believe you are correct. I will still try 
to remain neutral until this potentially legal conflict if Stephanie is 
correct/flamewar if not (which seems more likely, due to given evidence), has 
been resolved, and we can go back to relevant discussion.

 Original Message 
On Nov 16, 2020, 4:24 PM, Melvyn Depeyrot wrote:

> Man's trying to silence me on personal email. Weird phonetic alphabet 
> subject, vague threats, and everthing u'd expect. This guy seems like a full 
> blown edgy teenager tbh, and with a power complex at that. have a read:
> https://files.catbox.moe/rqvu4s.pdf
> On Nov 16 2020, at 8:13 am, Wave Admin  wrote:
>
>>> On Nov 16 2020, at 7:58 am, HH. - int-10h at protonmail.com (via
>>> hlds_linux list)  wrote:
>>> I'm sorry to break this to you, but I don't think they have any.
>>
>> On the + side, this is the most interesting the list has been in some time.
>> _______
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Re: [hlds_linux] Re: ;)

2020-11-16 Thread via hlds_linux list
It's a shame though that it this isn't very hlds_linux related discussion, but 
activity is activity I guess.

 Original Message 
On Nov 16, 2020, 4:13 PM, Wave Admin wrote:

>> On Nov 16 2020, at 7:58 am, HH. - int-10h at protonmail.com (via
>> hlds_linux list)  wrote:
>> I'm sorry to break this to you, but I don't think they have any.
>
> On the + side, this is the most interesting the list has been in some time.
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Re: [hlds_linux] Re: ;)

2020-11-16 Thread via hlds_linux list
Can you please provide evidence of these allegations?
 Original Message 
On Nov 16, 2020, 3:31 AM, Stephanie d'Arc wrote:

> Good now I have a target list for prosecution of International Harassment.
>
> And no this isn't Stealth.
> But she is definitely one of my friends, and associates.
>
> I live in Switzerland. Stealth lives in the United States.
>
> However, your harassment on these lists is now documented.
>
> I suggest you go speak to your therapists. Before you wind up getting 
> arrested.
>
> For an email list that you do not own. And harassing people on these lists.
>
> Would you like your FBI to visit you? Or Interpol?
> Because I can now make the argument of attempted CYBERBULLYING.
>
> -Stephanie
> International Legal Counsel
>
> On Sun, Nov 15, 2020, 21:42 Stephanie d'Arc  
> wrote:
>
>> So I see some server admins & owners like to harass people on these lists.
>>
>> Just so you know. Stealth has MANY friends.
>>
>> -Stephanie
>> International Legal Counel
>
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[hlds_linux] Mandatory Team Fortress 2 update released

2020-11-05 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6186971. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=77492

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-29 Thread via hlds_linux list
We've released a mandatory update for TF2. The new version number is 6173888. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=77157

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-15 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The new version number is 6145689. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76577

Thanks.

-Eric

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[hlds_linux] RE: Mandatory Team Fortress 2 update released

2020-10-09 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
Sorry, the new version number is 6135201.

-Eric


-Original Message-
From: Eric Smith 
Sent: Friday, October 9, 2020 2:11 PM
To: Half-Life dedicated Win32 server mailing list 
; 'hlds_annou...@list.valvesoftware.com' 
; 'hlds_linux@list.valvesoftware.com' 

Subject: Mandatory Team Fortress 2 update released

We've released a mandatory update for TF2. The new version number is 6131739. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76348

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-09 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The new version number is 6131739. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76348

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-08 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The new version number is 6131739. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76303

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-02 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2 to fix an issue with the Handsome 
Devil. The new version number is 6121893. 

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-02 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The new version number is 6121705. 
The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76161

Thanks.

-Eric

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-10-01 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. This is the Scream Fortress update. 
The new version number is 6118528. The notes for the update can be found here:

https://www.teamfortress.com/post.php?id=76112

Thanks.

-Eric

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[hlds_linux] Team Fortress 2 mandatory update released

2020-08-27 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The update notes are below. The new 
version number is 6064914. 

-Eric

-

- Fixed bsp-embedded models caching rules to allow for reloading the correct 
model when transitioning to a different map
- Fixed a couple instances that were not correctly checking for anti-aliasing 
being disabled
- Fixed the name of the Replica Titanium Tank 2020 medal
- Updated The Flatliner to fix a problem when taunting
- Updated the Hazard Headgear to fix a problem with the material
- Updated the Crabe de Chapeau to add the smoke effect
- Updated The Sophisticated Smoker
- Fixed some clipping issues
- Added the smoke effect
- Updated the backpack image
- Updated the Hypno-eyes
- Added a style that was not included in the original release
- Updated the equip_region

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[hlds_linux] Team Fortress 2 mandatory update released

2020-08-21 Thread Eric Smith - erics at valvesoftware.com (via hlds_linux list)
We've released a mandatory update for TF2. The update notes are below. The new 
version number is 6054732.

-Eric

-

- Added the Summer 2020 Cosmetic Case
- Contains 22 new community-contributed items
- Adds 4 new community-created Unusual effects
- Fixed an issue where values computed from server bounded ConVars could be 
incorrect on the client and therefore possibly exploitable
- Fixed Australium Medi-gun/Wrench items not dropping for the Mann vs. Machine 
rewards
- Fixed the chat window not always being restored to the appropriate place
- Fixed Competitive badges not displaying correctly
- Increased the default caps_per_round for Mannpower mode
- Updated the Watch Streams dialog to open the Twitch page
- Updated cp_granary with a permanent Soldier statue
- Updated/Added some tournament medals
- Updated the localization files


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[hlds_linux] Mandatory Team Fortress 2 update released

2020-07-03 Thread via hlds_linux list
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 5970214.

-Eric


--

- Accounts that are unable to chat in matchmaking are now also restricted from 
sending voice chat
- Fixed a bug where cosmetic items in the second and third equip slots would be 
un-equipped
- Fixed matchmaking badges not displaying the correct tier in the scoreboard 
and other dialogs
- Added matchmaking badge and time connected to the Report Player dialog
- Updated the vote kick process to automatically vote Yes for anyone who hasn't 
already voted if the target for the vote leaves the server
- Updated the Mute Player dialog to have the same information as the Report 
Player dialog
- Updated item schema with community fixes from Andrés S. (rabscootle)
- Updated/Added some tournament medals
- Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-06-24 Thread via hlds_linux list
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 5948754.

-Eric


--

- Added rate limit checks for in-game text chat
- Accounts that are unable to chat in matchmaking can no longer update their 
in-game name while connected to the server
- Fixed being able to update team name while in matchmaking games
- Fixed seeing the RED team skin for the TF2VRH while on the BLU team
- Updated/Added some tournament medals
- Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-06-16 Thread via hlds_linux list
We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 5932704.

-Eric


--

- Restricted certain new accounts from using chat in official matchmaking modes
- Work is ongoing to mitigate the use of new and free accounts for 
abusive purposes
- Added "Enable text chat" and "Enable voice chat" options to the top of the 
Advanced Options dialog to disable in-game text and voice chat
- Updated the Report Player dialog to include more details so players can make 
informed decisions about who they're reporting
- Fixed getting the "Incoming message..." quest HUD notification when you've 
already completed all available quests
- Fixed the OnDestroyed output not getting fired when an object is destroyed by 
the Red-Tape Recorder
- Updated The Telefragger Toque to fix swapped materials
- Updated The TF2VRH headset to include on/off styles
- Updated the PASS Time Federation medals to fix issues with them not drawing 
correctly
- Updated/Added some tournament medals
- Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-05-01 Thread via hlds_linux list
We've released a mandatory update for TF2. The update notes are below. The new 
version number is 5840528.

-Eric

-

-Added a tribute to Rick May, voice of the Soldier
-Fixed a client crash related to malformed custom spray files
-Fixed an exploit where sentry guns could fire through thin walls
-Fixed confirm dialog showing the error model for some items when using paint 
cans
-Updated the Aim Assistant and Telefragger Toque to fix jigglebones issues 
-Updated the ConTracker font to fix missing characters in some languages
-Updated/Added some tournament medals
-Updated the localization files

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[hlds_linux] Mandatory Team Fortress 2 update released

2020-04-27 Thread via hlds_linux list
We've released a mandatory update for TF2. The update notes are below. The new 
version number is 5830736.

-Eric

-

- Fixed Heavy exploit related to infinite overheal
- Updated localization files




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[hlds_linux] Mandatory Team Fortress 2 update released

2020-04-07 Thread via hlds_linux list
We've released a mandatory update for Team Fortress 2. The notes for the
update are below. The new version is 5799494.

- John



- Fixed a server crash exploit
- Updated localization files

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[hlds_linux] Mandatory Team Fortress 2 update coming

2020-04-07 Thread via hlds_linux list
We're working on a mandatory update for TF2. The notes for the update
are below. We should have it ready soon.

- John

--

- Fixed a server crash exploit
- Updated localization files

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Re: [hlds_linux] cs16, voip usage causing choke

2013-06-05 Thread List ProGamers

another example of this problem

http://www.youtube.com/watch?v=GdMrrMrkousfeature=youtu.be

W dniu 2013-06-05 01:50, Krzysztof Warzecha pisze:

Hello,

I have here up-to-date hlds server (cs16) with sv_voiceenable 1. On
net_graph I can see choke value raising when players are using voip
(by about 10 points per one speaking player). I was asked to fix this
and honestly I'm out of ideas. I'm not sure yet if choke value here
actually affects game.

This is how it looks like: http://hiciu.org/cs-choke.mkv, and this is
how net_graph 2 looks like when people talk via voip:
http://hiciu.org/cs-choke-netgraph.png (the little white dots above
chart were players speaking).

As far as I understand choke value says how much packets are queued on
server to be send to me (because of sv_maxrate, sv_maxupdaterate and
client settings). I've tried to fiddle with these settings but it
looks like I can only make it worse. Now I have:

sv_maxrate  :25000, sv
sv_maxupdaterate :  102
sv_minrate  :1, sv
sv_minupdaterate :  100
sys_ticrate :  533

and default settings on client side.

Is there anything I can do to eliminate choke here? Can it affect gameplay?

--
Krzysztof Warzecha

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Re: [hlds_linux] list.valvesoftware.com web page does not work

2013-01-16 Thread List ProGamers

site doesn't work for more than a month? ;)

W dniu 2013-01-16 13:45, Rodrigo pisze:


I have spent almost two weeks without being able to enter the site 
list.valvesoftware.com does anyone feel the same?


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Re: [hlds_linux] list.valvesoftware.com web page does not work

2013-01-16 Thread List ProGamers
I have no idea why it does not work. to see the available commands send 
a blank message with the subject help to 
hlds_linux@list.valvesoftware.com


W dniu 2013-01-16 13:56, Rodrigo pisze:
you know the reason? and people who want to remove the subscription to 
the mailing list?


-Mensaje original- From: List ProGamers
Sent: Wednesday, January 16, 2013 1:49 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] list.valvesoftware.com web page does not work

site doesn't work for more than a month? ;)

W dniu 2013-01-16 13:45, Rodrigo pisze:


I have spent almost two weeks without being able to enter the site 
list.valvesoftware.com does anyone feel the same?


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[hlds_linux] Way OT: Re: Upcoming Left 4 Dead Server Changes

2009-04-20 Thread Mark - hlds list
Jumping way, way OT, just wanted to say thanks for the glory that is/was 
quakeworld CTF and everything that followed.  If my buddies and I had to 
pay you in dimes for every hour spent playing your CTF mods, you'd be a 
rich, rich man.

Now I'm wondering if your presence at Valve might portend something 
like, oh, native Linux support of TF2/L4D/whatever games are coming?  I 
think I'd faint with joy if that day ever arrived (wine/TF2 works, for 
very low values of works, but...)



Zoid Kirsch wrote:
 I'm a developer at Valve who is working on the Left 4 Dead Survival pack 
 update...

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Re: [hlds_linux] TF2 Delisting

2009-03-14 Thread valve list

 Fix your reserved slots so their hidden, and everybody is happy.  See
 how easy that is?

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Hidden slots are not an options for huge communities with reserved slot
plugins, with loads of users using VIP slots.

The only way you can connect to a hidden slot is to use connect command.

Ussually like 80% percent of those users even do not know what a Console
is...

Having hidden reserved slots, defeats having reserved slots at all.
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Re: [hlds_linux] TF2 Delisting

2009-03-14 Thread valve list
Ok. Some of you really doesnt have more than just one server... We have 7
servers that are full every day, 200 slots in total. That doesnt come cheap
to have, so our community helps by donating money, we give them VIP slots in
exchange.

Using connect command you would have to everytime search for 8 different
server IP, port combination... 8 different keys to remeber all the different
servers? Putting 8 servers in main game menu. Thats bullshit and you guys
know that. Give me any other option and I will hide the slots. Its like 10
times easier just to connect to the server and you are instantly in.

And if you do not know any other arguments, stop talking shit that reserved
slots are a bad thing! Reserved slots are the reason the lets us have that
many servers in the first place.

On Sat, Mar 14, 2009 at 2:36 PM, ics i...@ics-base.net wrote:

 So you are one of the morons who has a server for example running 32
 slots where 1 of them is reserved slot and every user who connects to
 it, will be kicked. Mask it! Teach your players to use connect ip:port!
 I really hope Valve implements the point system so i dont have to see
 these kind of servers anymore.

 -ics

 valve list kirjoitti:
   Hidden slots are not an options for huge communities with reserved slot
  plugins, with loads of users using VIP slots.
 
  The only way you can connect to a hidden slot is to use connect
 command.
 
  Ussually like 80% percent of those users even do not know what a Console
  is...
 
  Having hidden reserved slots, defeats having reserved slots at all.
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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Mark - hlds list
If you're hosting of of those servers that doesn't hide its reserved 
slots, then I kind of hope your server *does* get removed. It's been 
discussed numerous times on this very list, you can hide reserved slots 
so your server appears full. It's s frustrating to connect to a 
server showing 30/32, load half way, then get the kicked due to 
reserved slot message.

No offense meant to you personally, just more generally to any server 
not hiding reserved slots.


Evaldas Žilinskas wrote:
 Question

 If I have a slot plugin, and players get kicked, when they connect, due 
 reserved slots msg?
 Will I get the -15point pennalt? Yes I will :) andevery minute I get at 
 least 10 tries to connect. :)
 -150points every minute...

 - Original Message - 
 From: David A. Parker dpar...@utica.edu
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Friday, March 13, 2009 3:58 PM
 Subject: Re: [hlds_linux] TF2 Delisting


   
 I read that blog post last night, and I agree with the OP that Valve is
 going about this the wrong way.  It seems to me that entirely delisting
 servers with poor scores is a bad idea.  What they should do is put a
 server score field into the serverbrowser, so players can sort by
 score.  Hacked servers, etc., would still be listed, bu they would be at
 the bottom.  Also, as mentioned before, there is sure to be some kind of
 exploit to rapidly connect and disconnect from a server a few hundred
 times, effectively delisting it.

 Just my $0.02 (USD).

 - Dave

 Donnie Newlove wrote:
 
 On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak d...@devicenull.org wrote:
   
 I'm a bit worried about this new server delisting system.. I see a few
 issues:

 A) Every major GSP (a large portion of the servers) reuses IP addresses
 between different clients.  It's entirely possible (and very likely)
 that someone is going to get their server delisted, then request that
 their IP be changed, leaving the next client to deal with that.  Are
 these delistings permanent?
 
 Then every major GSP will have to forbid hacking servers to inflate
 the player count if they want to protect their addresses. Which is of
 course great.

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 -- 

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Mark - hlds list
Evaldas Žilinskas wrote:
 You’re wrong and Valve is doing its job wrong. But I don’t want to flame off 
 topic about how companies should do their job dealing with cracked industry

   
 This new scoring system would help get rid of servers like yours.

 Evaldas Z(ilinskas wrote:
 
 Question

 If I have a slot plugin, and players get kicked, when they connect, due
 reserved slots msg?
 Will I get the -15point pennalt? Yes I will :) andevery minute I get at
 least 10 tries to connect. :)
 -150points every minute...

   
He's not wrong or off-topic.  Valve is looking into delisting bad 
servers in order to improve the player experience for most TF2 players.  
Your server is configured incorrectly (arguably) in such a way that 
reserved slots show as open, available slots to the general public.  
When players try to fill one of those spots, they get to do about 30 
seconds to 1 minute of map loading before your server kicks them.

It is so easy for you to fix that situation, but you don't seem to care 
about all the kicked players... by your own estimation, it's 10 attempts 
per minute, so if it takes about 30 seconds per player before they're 
kicked, that comes to 30sec*10*60*24=432000 seconds (5 days!) per day of 
wasted player time that could be spent on servers where the admin made 
the very simple change required to hide reserved slots.  Granted, you 
don't see that connection rate 24-hours per day, so we can cut it down 
and figure that you're really only wasting about what, 12 hours of 
cumulative game time for other players every single day?

So yes, for many, many players out there, YOU are directly responsible 
for part of the bad user experiences.  The several replies to your 
earlier message from people saying your server is the kind of server 
that should be delisted should have been a clue to that.

Fix your reserved slots so their hidden, and everybody is happy.  See 
how easy that is?

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[hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Playing some VS mode last night with random public players (on my own 
group server, so I know nothing funny was going on at the server level). 

On the first map of No Mercy (I only mention map because I have no idea 
how this is pulled off or if it's map specific), we had just come in 
from the street and into the room where the medicine cabinet is.  Had a 
panic event from the director, then got boomed just as it was 
subsiding... point is, we were in that room for a bit.  All during the 
panic and the rush after being boomed, I found myself and my teammates 
being hit very frequently by hunter pounces and attacks.  I wasn't 
thinking too much of it other than, The two guys playing those hunters 
are doing really well at hitting all of us, and haven't we killed them 
already?... generally just thinking, without having suspicions of 
anything amiss, that it was almost like there was a steady stream of 
hunters spawning outside and coming into the room to jump us.  A couple 
of my teammates started to catch on to something, saying, Shame on you 
guys using the hunter exploit and such, and the other team kind of had 
a laugh about it and said they'd stop.  I asked my teammates what they 
meant by hunter exploit, and was told there's apparently some way to 
respawn immediately/almost immediately, or spawn hunters, I wasn't clear 
on it...  I then asked if they new exactly how to do it, or if there was 
a way I could block it at the server level, but nobody really knew.  I 
asked the other team in chat and basically got a LOL, yeah right, so 
you guys can use it on us now... and It's going to be gone with the 
next patch anyhow.  They had stopped doing it, and the game was going 
well other than that bit of weirdness, so I just made a mental note to 
inquire here and continued playing.

So, has anyone seen/heard of this, and know details?  Is it something 
that can be prevented currently?  The only possible clue I got out of 
asking if it was something that could be blocked at the server level 
was, maybe if you can disable spectator.

Thanks,
Mark




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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Ah, sorry, I guess this is old news...  You can spawn unlimited hunters 
in VS mode by adding a key binding to jump to spec mode and back 
rapidly.  There's even a youtube video showing it in action:   
http://www.youtube.com/watch?v=pZ2HQoHU3-E


Mark - hlds list wrote:
 Playing some VS mode last night with random public players (on my own 
 group server, so I know nothing funny was going on at the server level).
 On the first map of No Mercy (I only mention map because I have no 
 idea how this is pulled off or if it's map specific), we had just come 
 in from the street and into the room where the medicine cabinet is.  
 Had a panic event from the director, then got boomed just as it was 
 subsiding... point is, we were in that room for a bit.  All during the 
 panic and the rush after being boomed, I found myself and my teammates 
 being hit very frequently by hunter pounces and attacks.  I wasn't 
 thinking too much of it other than, The two guys playing those 
 hunters are doing really well at hitting all of us, and haven't we 
 killed them already?... generally just thinking, without having 
 suspicions of anything amiss, that it was almost like there was a 
 steady stream of hunters spawning outside and coming into the room to 
 jump us.  A couple of my teammates started to catch on to something, 
 saying, Shame on you guys using the hunter exploit and such, and the 
 other team kind of had a laugh about it and said they'd stop.  I asked 
 my teammates what they meant by hunter exploit, and was told there's 
 apparently some way to respawn immediately/almost immediately, or 
 spawn hunters, I wasn't clear on it...  I then asked if they new 
 exactly how to do it, or if there was a way I could block it at the 
 server level, but nobody really knew.  I asked the other team in chat 
 and basically got a LOL, yeah right, so you guys can use it on us 
 now... and It's going to be gone with the next patch anyhow.  They 
 had stopped doing it, and the game was going well other than that bit 
 of weirdness, so I just made a mental note to inquire here and 
 continued playing.

 So, has anyone seen/heard of this, and know details?  Is it something 
 that can be prevented currently?  The only possible clue I got out of 
 asking if it was something that could be blocked at the server level 
 was, maybe if you can disable spectator.

 Thanks,
 Mark





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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Tom Richardson wrote:
 Hi Mark
 
 The exploit is basically this: 
... snip ...

Thanks for the reply... yeah, I found a video on youtube shortly after 
my first message that made it clear to me.  This kind of sucks, but I'm 
sure it will be patched.

  There are some
 people on the Steam forums claiming that in the last hour or so the 
 spectate command has stopped working leading to speculation that Valve 
 have stealthily patched it out to stop the exploit, although others 
 refute this and say it's still working. I hope they haven't removed 
 spectate as it would mean no way of fixing teams when they get shuffled.

I'd rather have the hunter glitch left in and the randomly shuffle 
teams in the middle of the game bug fixed, honestly (though fixing both 
would be best).  It's very frustrating to have a game going with good 
teams and suddenly one or more of your buddies gets moved, so everyone 
has to stop what they're doing and try to get moved around.  Ugh.

Regards,
Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
James Gurney wrote:
 On 01/06/2009 11:44 AM, David A. Parker wrote:
   
 I haven't tried in versus mode, but I know that in single player or 
 co-op, I can survive just about any horde more or less unscathed by 
 backing into a wall or corner and repeatedly swinging with the melee 
 attack.  In fact, that's my usual tactic for getting through most 
 hordes: 90% melee and 10% gunfire.  That's on a stock install without 
 any adjustment to the melee timing.
 

 I've seen this in VS as well. If that's the case, then it seems like the 
 melee attack is just way too powerful (ie, if it's to the point where 
 it's unbalancing the game significantly in favour of the survivors).

 James
   
[I sent from an unsubscribed account, sorry if this posts twice (it 
shouldn't, though)]

Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button 
and then all four survivors jump into the corner behind the hospital 
bed, you can just casually stand there and right-click.  Heck, tape down 
your right mouse button and go make a sandwich.  None of you will take 
any damage whatsoever, and there's nothing any horde rush or infected 
player can do about it.  Boomers don't matter because of the melee spam, 
smokers can't pull you because you're immediately meleed by a teammate, 
hunters just get meleed away repeatedly until they die.

I know for a while there was talk about how explicitly setting sv_cheats 
0 in a config file was causing melee to slow down, as though the players 
grew fatigued.  This would be a great, great thing in the game.  The 
only problem is that it also caused the smoker's tongue regen to be 
extremely slow, even when he missed, which ruined him.  Seems there was 
another side effect, but I forget... ah well.

Mark

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Re: [hlds_linux] L4D: Is there a hunter exploit out there?

2009-01-06 Thread Mark - hlds list
Are you setting it explicitly in a config file or on command line?  If 
you just start a server, it's at sv_cheats 0 by default, but if you were 
extra-cautious and added a line to your config file or command line, 
that's when the strangeness showed up.  Heck, it may be patched now, I 
don't know... I removed sv_cheats from my configs a long time ago to get 
rid of the issue.


James Gurney wrote:
 Hm, my server is running with sv_cheats 0, and I haven't seen melee 
 being too slow (quite the opposite, as mentioned), or any sort of server 
 lag..

 On 01/06/2009 02:09 PM, ICS Staff wrote:
   
 Problem with setting sv_cheats 0 into server.cfg is that it doesn't  
 only make melee slower but it makes it _too slow_ under heavy zombie  
 attack. Its more like 2 times slower than normal so its definitely not  
 a viable fix. This setting also caused some irritating server lagging  
 for some reason, if defined in config.

 -ics

 James Gurney wrote:
 
 On 01/06/2009 11:44 AM, David A. Parker wrote:

 
 I haven't tried in versus mode, but I know that in single player  
 
 or  co-op, I can survive just about any horde more or less  
 unscathed by  backing into a wall or corner and repeatedly  
 swinging with the melee  attack.  In fact, that's my usual tactic  
 for getting through most  hordes: 90% melee and 10% gunfire.   
 That's on a stock install without  any adjustment to the melee  
 timing.
 I've seen this in VS as well. If that's the case, then it seems  
 
 like the  melee attack is just way too powerful (ie, if it's to the  
 point where  it's unbalancing the game significantly in favour of  
 the survivors).
   
 James

 
 [I sent from an unsubscribed account, sorry if this posts twice (it
 shouldn't, though)]

 Yeah, on the 4th No Mercy map on VS mode, if you hit the elevator button
 and then all four survivors jump into the corner behind the hospital
 bed, you can just casually stand there and right-click.  Heck, tape down
 your right mouse button and go make a sandwich.  None of you will take
 any damage whatsoever, and there's nothing any horde rush or infected
 player can do about it.  Boomers don't matter because of the melee spam,
 smokers can't pull you because you're immediately meleed by a teammate,
 hunters just get meleed away repeatedly until they die.

 I know for a while there was talk about how explicitly setting sv_cheats
 0 in a config file was causing melee to slow down, as though the players
 grew fatigued.  This would be a great, great thing in the game.  The
 only problem is that it also caused the smoker's tongue regen to be
 extremely slow, even when he missed, which ruined him.  Seems there was
 another side effect, but I forget... ah well.

 Mark


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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Mark - hlds list
Anyone able to set sv_alltalk from a config or command line?  I have it 
in both places, set to 0, and if I start up my servers, they are 
always sv_alltalk 1.  I have to go through each server and set it to 0 
by hand after they start.

screen -d -m -S l4d ./srcds_run -fork 10 +ip x.x.x.x -netconport 9990+## 
+exec server##.cfg +map l4d_hospital01_apartment +sv_alltalk 0

 server##.cfg 
sv_allow_lobby_connect_only 0
sv_steamgroup ...
sv_steamgroup_exclusive 0
rcon_password ...
hostname Left 4 Dead - Pub
z_difficulty hard
sv_lan 0
sv_region 0
sv_alltalk 0
sv_pure 2
// execute ban files
exec banned_user.cfg
exec banned_ip.cfg
writeid
writeip
--

Using those startup options and configs, I will always find all servers 
at sv_alltalk 1 once they've loaded.




Mikael Pedersen wrote:
 Actually, if Valve really wants to keep the lobby system, and not
 revert back to the old way of connecting to servers, then I'd rather
 prefer alltalk to be one of the game parameters chosen when setting up
 the lobby. That way the players always know what they get into at game
 start, whether they prefer it on or off.


 On Wed, 17 Dec 2008 16:34:56 +, you wrote:

   
 I had alltalk set to 0, but it was constantly being changed to 1 as its what
 people wanted just for the fun of the game really.

 I now have it default to 1 on a few of the servers, but agree an in-game
 vote option would be the best thing.
 

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Re: [hlds_linux] Disabling auto-balancing

2008-12-10 Thread Mark - hlds list

 - Versus Campaign mode that doesn't alternate teams at all, so we can choose
 whether to be Infected or Survivor from beginning to end.
   
I agree with most of what you said, but I don't know anyone who would 
want to locked to the survivor team on a vs server...  You suffer 
through playing survivor against 4 human bosses just so you can get your 
chance to turn the tables on them.   :)

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Re: [hlds_linux] rcon command linux

2008-12-05 Thread Mark - hlds list
Glad you posted on that, I re-read his post two or three times trying to 
figure out why on earth he was saying to change the permissions like 
that.  There is no reason whatsoever to do it if all you're wanting to 
do is resume your screen session as the user who started it in the first 
place...  so OP, _don't_ change the perms on pts, you'll be able to 
'screen -r' just fine, believe me.


Crazy Canucks wrote:
 Last time I mentioned something like that, I was told changing the 
 permissions on your tty's was a bad idea.  If you log in and access your 
 console as the same user that you started the screen session under, you 
 shouldn't need to do that.

 Drek

 X-GameServer | Alexander Nurevski wrote:
   

 do you start the server in a screen ?

 If  yes do this:

 as root
 chmod -R 777 /dev/pts

 then switch to the user your server is installed under
 su XXX


 

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Re: [hlds_linux] L4D Matchmaking - abject failure? :(

2008-11-18 Thread Mark - hlds list
So many threads like this... my experiences match them, unfortunately.  
I spent the better part of this evening trying for some success with 
sv_steamgroup xx and sv_steamgroup_exclusive 1.  I didn't expect 
any buddies to join in as early in the evening as I was starting, but 
figured, No sweat, 'exclusive 1' just means public players will be able 
to get in once I'm playing.  Wrong...  I played through three of the 
missions with just myself and the bots, hoping I'd get some other 
players in at some point.  Maybe it's my massively customized 
server.cfg, a few lines that turn on the steamgroup settings, set 
sv_pure to 2, and set the hostname?  I know it's not a connectivity 
problem, the server can be joined readily by anybody using the console.  
It's checking in with the master servers.  Why no public clients?  I 
turned off the two steamgroup settings in server.cfg, restarted it, and 
within 1 minute the server was full; that's pretty great, being locked 
out of your server before you can even get your game launched to join 
it.  Frustrated, but not wanting to kill my server and make it exclusive 
again until those guys were done, I tried to just join a game using 
quick match.  Three failures, all due to attempts to connect to servers 
behind NATs.  How wonderful.  I waited for my server to empty, killed it 
out of frustration, then finally connected to a 'net game where my ping 
was pretty horrible but at least I was playing without bots for 
teammates.  My high-end server that is 13ms away from my house seems 
like a utopia I and my buddies will never get to enjoy.

The whole matchmaking thing just seems phenomenally poorly done.  Does 
anyone love it, hoping it will completely replace the good ol' server 
browser that has worked absolutely perfectly for all of us for years?  
Or does the majority of this list pretty much hate it, but tolerate it 
for now hoping it will get better?  I never realized how much I'd miss a 
server browser until I started playing L4D this evening.  Tonight I felt 
a level of disappointment with this otherwise great new game that I'd 
never dreamt possible.

Argh...  


1nsane wrote:
 Mine has no pass and it doesn't work for me :S.

 On Tue, Nov 18, 2008 at 7:00 PM, David Parker [EMAIL PROTECTED] wrote:

   
 As far as I can tell, sv_search_key still works for me as long as the
 server does not also have sv_password set.

 - Dave

 - Original Message -
 From: bl4nk [EMAIL PROTECTED]
 Date: Tuesday, November 18, 2008 6:31 pm
 Subject: Re: [hlds_linux] L4D Community Server Idea - Matchmaking
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com

 
 Same here. I have servers set up, but when my key matches the
 one I set
 on the server, I can't find any dedicated servers when searching
 for one
 to host my lobby game. Once I remove the key from my client, I
 can
 instantly find a server to host our game.

 1nsane wrote:
   
 sv_search_key does not seem to work for me. It can never find
 
 servers with
   
 the same key in my case. And if I do connect to an exclusive
 
 server and
   
 vote to come back to the lobby (to change the map or
 
 characters) it then
   
 sends me to a different server while my own is idling. As a
 
 bonus I got
   
 kicked off some server after the game ended from our prrivate
 
 one and the
   
 lobby decided to randomly change servers :(.

 On Tue, Nov 18, 2008 at 12:58 PM, Cc2iscooL
 
 [EMAIL PROTECTED] wrote:
   
 
 I take that back.

 It works as intended...but why can't we get this integrated
   
 into the
   
 community system?

 On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL
   
 [EMAIL PROTECTED] wrote:
   
   
 As far as I can tell sv_search_key no longer works as intended.


 On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws [EMAIL PROTECTED]
 
 gaming.com
   
 wrote:

   
 I thought this was already there.  You could make your
   
 own lobby with
   
 your own settings and, using the sv_search_key..and now the group
 thingy, you should be able to have that game played on your
   
 own server.
   
 Perhaps I'm mistaken, wouldn't be the first time. ;)

 Flubber wrote:

   
 I asked for that feature days ago, no response.

 2008/11/18 Cc2iscooL [EMAIL PROTECTED]



 
 Alright guys, I had an idea for the community-based
   
 servers seeing as
   
 the

   
 current one is ...well...not too great.

 I'd like my community members to be able to create
   
 lobbies and THEN
   
 join my

   
 servers, not join my servers and then try to set the
   
 options they
   
 want.

   
 If

   
 a
 server is empty, why can't the client reserve it as a
   
 lobby and then
   
 join

Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Mark - hlds list
Joseph Laws wrote:
 Then I hope VALVe likes hosting all servers themselves.  Without clients 
 able to use their OWN server then they will not rent from professional 
 hosts.  In that case, professional hosts wouldn't bother with the game 
 and you'd be left with VALVe alone hosting this game. 
 Nick Olsen wrote:
   
 nope, your forced into match making


 Pete wrote:
   
 
 I shoudl think you will be able to go on fried server or just enter the IP 
 etc
 There will be a way to play with your friends and the server you want

   
Agreed, this really sucks... I was going to run a nice beefy server on a 
high-bandwidth connection, only passworded when my buddies and I wanted 
to play together, public the rest of the time.  Now, why bother?

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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Mark - hlds list
Erik Johnson wrote:
 We're going to add support for what you describe, it just isn't something 
 that is done just yet.
 
 The case that will be difficult if not impossible to deal with will be a 
 mixed system, where you have a private clan server for you and a friend, 
 and you want two other public players to come in via matchmaking.
 
 
Perhaps I'm misunderstanding the situation you describe above (honestly, 
I don't have the demo yet, because I play under wine/linux and want to 
see how L4D will run for me before ordering, so I'm relying on my 
buddies who are already playing for inital feedback)...  If four of us 
aren't available to play, why wouldn't we be able to simply get 
connected to the server, then remove the password via rcon to let 
matchmaking throw a few people in with us?

Regards,
Mark




-Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark - hlds 
 list
 Sent: Thursday, November 06, 2008 10:25 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking
 
 Agreed, this really sucks... I was going to run a nice beefy server on a
 high-bandwidth connection, only passworded when my buddies and I wanted
 to play together, public the rest of the time.  Now, why bother?
 
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Re: [hlds_linux] Left 4 Dead -Matchmaking - please bring back theserver list

2008-11-06 Thread Mark - hlds list
Chris Brunelle wrote:
 At the very least if your implementing something new retain the old
 functionality as well.

 -
Yep, give us a server browser, with an added button that says, Find me 
a game! for people who want to use matchmaking... best of both worlds.

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Re: [hlds_linux] STEAM Binary, 64bit FreeBSD7

2008-01-16 Thread list

Quoting kama [EMAIL PROTECTED]:


On Fri, 11 Jan 2008 [EMAIL PROTECTED] wrote:


 I have had troubles to run the steambinary in FreeBSD since 5.x.

 Some things to check:
 What kernelversion are you using in the linuxulator? It might be something
 missing in the linuxulator. Try both 2.4.2 and 2.6.18 ( Dont remember if
 it is .18, you might want to check that out first )

I'm currently using the following:
linux_base-fc-4_10  Base set of packages needed in Linux mode (for
i386/amd64)

compat.linux.osrelease: 2.4.2

 Also are you using SMP? I have troubles running the steambinary when SMP
 is enabled. Same machine without the SMP, it runs OK. At least that was
 the issue when I tried it with 5.x, but that was million of years ago.

No, I am not using SMP.  It is a dual core chip.

 I use a central server to check out everything from steam. That server is
 running FreeBSD 4.11. Then I just make a gzipped tarball out of the
 changes and push the data out to the servers. A little primitive, but it
 works. Plus I can do a rollback if necissary.

All my other machines work fine, except this one.  I was hoping for a
simple solution. :(


Just tested on an old 7.0-current (22 sep) and get it to dump cores.

$ ./steam
Checking bootstrapper version ...
Segmentation fault: 11 (core dumped)
$

Maybe this should be brought up on freebsd-emulator mailing list.

/Bjorn


I dunno what Valve did, but with these last updates, I tried running
the steam binary again and it seems to work once more.  The only thing
wrong is aesthetic in the fact that the percentages of download
progress are all wrong.  Here is a small excerpt from a -verify_all:

0.00%   ./orangebox\tf\maps\graphs\cp_gravelpit.ain
0.00%   ./orangebox\tf\maps\graphs\cp_well.ain
0.00%   ./orangebox\tf\maps\graphs\ctf_2fort.ain
1600.00%./orangebox\tf\maps\graphs\tc_hydro.ain
1600.00%./orangebox\tf\maps\soundcache\localization_cache_list.txt
1600.00%./orangebox\tf\maps\cp_dustbowl.bsp
1600.00%./orangebox\tf\maps\cp_dustbowl_danish.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_dutch.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_english.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_finnish.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_french.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_german.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_italian.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_japanese.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_korean.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_norwegian.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_polish.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_portuguese.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_russian.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_schinese.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_swedish.txt
1600.00%./orangebox\tf\maps\cp_dustbowl_tchinese.txt
6555200.00% ./orangebox\tf\maps\cp_granary.bsp

Not that big of a deal, but wanted to bring it to their attention.  It
is only doing this on the FreeBSD 7 machine.  The other machines I
have, it works as would be expected. :)

Patrick


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Re: [hlds_linux] STEAM Binary, 64bit FreeBSD7

2008-01-11 Thread list

I have had troubles to run the steambinary in FreeBSD since 5.x.

Some things to check:
What kernelversion are you using in the linuxulator? It might be something
missing in the linuxulator. Try both 2.4.2 and 2.6.18 ( Dont remember if
it is .18, you might want to check that out first )


I'm currently using the following:
linux_base-fc-4_10  Base set of packages needed in Linux mode (for i386/amd64)

compat.linux.osrelease: 2.4.2


Also are you using SMP? I have troubles running the steambinary when SMP
is enabled. Same machine without the SMP, it runs OK. At least that was
the issue when I tried it with 5.x, but that was million of years ago.


No, I am not using SMP.  It is a dual core chip.


I use a central server to check out everything from steam. That server is
running FreeBSD 4.11. Then I just make a gzipped tarball out of the
changes and push the data out to the servers. A little primitive, but it
works. Plus I can do a rollback if necissary.


All my other machines work fine, except this one.  I was hoping for a
simple solution. :(

Patrick



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Re: [hlds_linux] STEAM Binary, 64bit FreeBSD7

2008-01-09 Thread list

Quoting Gary Stanley [EMAIL PROTECTED]:


At 02:20 PM 1/8/2008, [EMAIL PROTECTED] wrote:

Hello,

Up until one of the recent updates, I am getting the following error
message on one of my machines:

[EMAIL PROTECTED] ~/tf2]$ ./steam -command update -game tf -dir .
Checking bootstrapper version ...
Updating Installation

DebugAssert
Expr: ( close( m_pImpl-m_Socket ) ) == 0
Line: 606
File: ../Engine/Src/ContentServerBlockingConnection.cpp
Abort trap: 6 (core dumped)

I am running 64bit FreeBSD 7 with dualcore Xeon 3040's.  Any idea on
how to get this working again?  I'm hoping/assuming it's something
like a simple sysctl fix.


Add debug.mpsafenet=0 to /boot/loader.conf and it will fix it.


-- Gary Stanley ([EMAIL PROTECTED] | [EMAIL PROTECTED])



Thanks for replying Gary.  Unfortunately, I should have said that this
fix will only work for versions prior to FreeBSD 7.  This oid does not
exist in FreeBSD 7.

tinker# sysctl -a | grep mpsafenet
tinker# sysctl -a | grep debug.m
debug.mddebug: 0
debug.mpsafevfs: 1
debug.maxindirdeps: 50
debug.max_softdeps: 40
debug.minidump: 1
tinker# sysctl -a debug.mpsafenet=0
sysctl: unknown oid 'debug.mpsafenet'

Wouldn't happen to have any other suggestions, would you?

Patrick



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Re: [hlds_linux] STEAM Binary, 64bit FreeBSD7

2008-01-09 Thread list

Quoting Gary Stanley [EMAIL PROTECTED]:


At 10:00 AM 1/9/2008, [EMAIL PROTECTED] wrote:


tinker# sysctl -a | grep mpsafenet
tinker# sysctl -a | grep debug.m
debug.mddebug: 0
debug.mpsafevfs: 1
debug.maxindirdeps: 50
debug.max_softdeps: 40
debug.minidump: 1
tinker# sysctl -a debug.mpsafenet=0
sysctl: unknown oid 'debug.mpsafenet'

Wouldn't happen to have any other suggestions, would you?


Looks like they axed them all, recently. I don't use RELENG_7 on any
of my machines. If you have to, stick with 6. If you need more help,
I can create a diff for you that re-enables that behavior.

http://www.freebsd.org/cgi/cvsweb.cgi/src/sys/net/netisr.c.diff?r1=1.18;r2=1.19

http://lists.freebsd.org/pipermail/cvs-src/2007-July/080927.html



It's not the end of the world.  I've simply been rsync'ing with
another machine running RELENG_6 to keep my directory structure up to
date.  Oddly enough, it is only the steam binary that causes me any
issues.  My servers run perfectly fine otherwise.

Perhaps this is something that the people from Valve could comment on?

Patrick




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Re: [hlds_linux] STEAM Binary, 64bit FreeBSD7

2008-01-09 Thread list

Quoting Gary Stanley [EMAIL PROTECTED]:


At 12:45 PM 1/9/2008, [EMAIL PROTECTED] wrote:


It's not the end of the world.  I've simply been rsync'ing with
another machine running RELENG_6 to keep my directory structure up to
date.  Oddly enough, it is only the steam binary that causes me any
issues.  My servers run perfectly fine otherwise.

Perhaps this is something that the people from Valve could comment on?

Patrick


Are your other machines that this binary works on, 64bit as well?



Unfortunately no.  They are not even the same hardware, so I cannot
form a basis of comparison to track down the culprit.

On the RELENG_7 64bit machine, the steam binary causes these issues,
but the srcds binary works fine.

On the RELENG_6 32bit machine, the steam binary works fine and I've
been using this to rsync to the RELENG_7 machine and the srcds also
works fine.

Patrick



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[hlds_linux] Fwd: [HLSW-announce] HLSW 1.0.0.44 released

2005-08-15 Thread List Keeper

Small HLSW update to version 1.0.0.44

Changelog
- Included BeetlesMod support
- Included Battlefield 2 support
- Included support for extended GameSpy protocol = BF2 Player
display works on server with many players
-  Some small changes

Download - http://www.hlsw.org

Best regards
Olaf Reusch (HLSW Developer)

HLSW - Power is nothing without control
Contact: [EMAIL PROTECTED]
Homepage: http://www.hlsw.org
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HLSW 1.0.0.44 released

:)

[HLSW-announce]
http://webmail.hlsw.org/mailman/listinfo/hlsw-announce

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Re: [hlds_linux] CSS+Metamod: Problem with -verify all gameinfo.txt

2005-08-13 Thread List Keeper

GiZm0r wrote:


Hi

I run MetaModSource on my server. To do it, the gameinfo.txt had to be
changed.
But if I run the updatetool with verify all it overwrites the changed
file and dissabled metamod.

Is there a way to stop this?

Bye
Gizmor


Then do not run it with -verify_all.

If it is still overwritten without that, then you may have a worthy issue.

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Re: [hlds_linux] VAC2 Defeated

2005-07-24 Thread List Keeper

e-Plutonia wrote:


Alright, so Endorphine (VAC2 Proof according to the devs) has been
cycled around, as well as a VAC2 disabler, they could easily use the
same injection and run private versions of cheats. Alfred, did the
system officially fail? I will mirror the copies for you if you need
them, but this isn't looking good at all, especially for a lot of
online events.

--
DJ Fadyeyev
Founder
e-Plutonia


Do y'all realize that VAC2 is still beta...?

Obviously it may not be perfect yet.  How do you know the cheat is
VAC2 Proof, when the bans are delayed and not instant; for all you
know if you've tested it you could be banned tomorrow or a week from now
for testing it.

--
Sincerely,
Your Neighborhood List Keeper


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Re: [hlds_linux] VAC 2 Beta

2005-05-09 Thread List Keeper
This was the last official word on Friday, March 25th, 2005:

For people playing multiplayer games, there will not be any visible difference 
while we're conducting the beta, but we will be logging cheating violations 
into our database to make sure it's ready for general release. This will be the 
last public notice before the system is released and active for everyone.


On Monday, May 09, 2005 08:34 AM [GMT-06:00],
Philip Lorenz [EMAIL PROTECTED] wrote:
 Just one question regarding this. Does VAC2 actually ban yet? If not
 what would the point of running it be? Last info I heard about it was
 that it only logs violations but does not ban yet.

 Regards,
 Philip Lorenz

 List Keeper wrote:

 Here's where I originally found it. :)

 http://www.sourcemod.net/forums/viewtopic.php?t=1255

 A simple forum, and with a bit of searching, anyone else could have
 easily found it as well.


 On Monday, May 09, 2005 06:05 AM [GMT-06:00],
 List Keeper [EMAIL PROTECTED] wrote:


 To those trusty and perhaps rusty admins,

 -vacbeta

 sv_secure 1

 Sincerely,
 Your Neighborhood List Keeper
 :)
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[hlds_linux] Re: [hlds] VAC 2 Beta

2005-05-09 Thread List Keeper
Here's where I originally found it. :)

http://www.sourcemod.net/forums/viewtopic.php?t=1255

A simple forum, and with a bit of searching, anyone else could have easily 
found it as well.


On Monday, May 09, 2005 06:05 AM [GMT-06:00],
List Keeper [EMAIL PROTECTED] wrote:
 To those trusty and perhaps rusty admins,

 -vacbeta

 sv_secure 1

 Sincerely,
 Your Neighborhood List Keeper
 :)
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Re: [hlds_linux] WAD-File with sv_downloadurl

2005-04-08 Thread List Keeper
You will need .res (resource) files for each map with custom content.

Try using RESGen to make this somewhat automated.

http://www.thezproject.org/projects.php?pid=2


On Friday, April 08, 2005 11:38 AM [GMT-06:00],
LuZiFeR [EMAIL PROTECTED] wrote:
 Hi,

 i've got the problem, that when a Map comes with a WAD-File, it
 couldnt be
 loaded on the clients...with or without sv_downloadurl...

 The Wad-File is normaly in the cstrike-directoryAll files that are
 deeper in the directory-structure (maps, sound etc.) are working
 correctly

 How can i force the clients to download the wad-file with
 sv_downloadurl ?

 regards LuZi
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[hlds_linux] SRCTV (-nohltv/-nosrctv)

2005-04-08 Thread List Keeper
Is -nohltv still valid or has it changed to -nosrctv?
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Re: [hlds_linux] VAC2 question for Alfred

2005-03-28 Thread List Keeper
Justin, Alfred already replied about this.  Are you not reading all of the 
replies to this topic?

On Monday, March 28, 2005 01:24 PM [GMT-06:00],
Alfred Reynolds [EMAIL PROTECTED] wrote:
 I don't understand what that post is trying to say. If you ever find
 an exploit in the game please email me offlist with a clear
 explanation of how to reproduce it.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Sabotage! Sent: Monday, March 28, 2005 9:22 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] VAC2 question for Alfred

 Don't want to hijack this post, but has anyone see this,
 http://www.mani-admin-plugin.com/forums/viewtopic.php?t=5654 Its some
 kind of new hack. Our server got hit yesterday and sever died. Any
 work on a future release for a fix?

On Monday, March 28, 2005 03:06 PM [GMT-06:00],
Justin McCarter [EMAIL PROTECTED] wrote:
 Actually he was commenting about a new name-change exploit.  Alfred,
 you can find all sorts of details on the exploit at
 http://www.mani-admin-plugin.com/forums/viewtopic.php?t=5654

 -Justin


 On Mon, 28 Mar 2005 15:42:57 -0500, Renzo Rosales
 [EMAIL PROTECTED] wrote:
 The parent has two requests:

 1) Enable VAC2 to log all players being caught with a cheat, such as
 the previous version of VAC.

 2) Allow VAC2 to log which cheat the player was caught with.
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Re: [hlds_linux] VAC2 question for Alfred

2005-03-28 Thread List Keeper
Ah, no problem. ;)

On Monday, March 28, 2005 04:20 PM [GMT-06:00],
Justin McCarter [EMAIL PROTECTED] wrote:
 Actually List Keeper - I looked through this thread again and the only
 comment I see was the response to my post.  Anyway, sorry if I posted
 something redundant; I was just trying to help...


 On Mon, 28 Mar 2005 15:07:31 -0700, Justin McCarter
 [EMAIL PROTECTED] wrote:
 I didn't receive his reply until well after I sent that message.
 Just your standard mail delays I suppose.


 On Mon, 28 Mar 2005 15:23:16 -0600, List Keeper [EMAIL PROTECTED]
 wrote:
 Justin, Alfred already replied about this.  Are you not reading all
 of the replies to this topic?

 On Monday, March 28, 2005 01:24 PM [GMT-06:00],
 Alfred Reynolds [EMAIL PROTECTED] wrote:
 I don't understand what that post is trying to say. If you ever
 find an exploit in the game please email me offlist with a clear
 explanation of how to reproduce it.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Sabotage! Sent: Monday, March 28, 2005 9:22 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] VAC2 question for Alfred

 Don't want to hijack this post, but has anyone see this,
 http://www.mani-admin-plugin.com/forums/viewtopic.php?t=5654 Its
 some kind of new hack. Our server got hit yesterday and sever
 died. Any work on a future release for a fix?

 On Monday, March 28, 2005 03:06 PM [GMT-06:00],
 Justin McCarter [EMAIL PROTECTED] wrote:
 Actually he was commenting about a new name-change exploit.
 Alfred, you can find all sorts of details on the exploit at
 http://www.mani-admin-plugin.com/forums/viewtopic.php?t=5654

 -Justin


 On Mon, 28 Mar 2005 15:42:57 -0500, Renzo Rosales
 [EMAIL PROTECTED] wrote:
 The parent has two requests:

 1) Enable VAC2 to log all players being caught with a cheat, such
 as the previous version of VAC.

 2) Allow VAC2 to log which cheat the player was caught with.
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Re: [hlds_linux] steam version @ steampowered.com

2005-03-24 Thread List Keeper
That's precisely why a newbie should be using the GUI because it'd take them 
ages to figure out anything more advanced.

If they don't wish to figure it out then they should rent the service.


On Thursday, March 24, 2005 05:50 AM [GMT-06:00],
ruwen [EMAIL PROTECTED] wrote:
 Most people on this list know how to set up a server. I think there
 are
 even some who wrote tutorials like you.
 But for a newbie it is very confusing. And updating the Servertool at
 the
 SteamHP everytime the syntax changes shouldn't be difficult :)

 - ruwen

 On 23.03.2005 at 18:54 Kevin Ottalini [EMAIL PROTECTED] wrote:

 There is a detailed Server Help FAQ with the latest version of the
 Win32 tool and pre-made batch files on the Steam Support website:

 How do I install and update a stand-alone Dedicated Server for
 Windows?
 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_a
 dp.php?p_faqid=181

 and some other useful information about servers:

 How do I get the most from my Dedicated Server?
 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_a
 dp.php?p_faqid=108

 I don't have a copy of the latest linux binary but I'll attach one
 on the linux server FAQ page when I get it.

 Linux Dedicated Server
 http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_a
 dp.php?p_faqid=84

 It really isn't that hard to just run the tool by itself to get the
 latest version, and it displays all the help and syntax too.


 - Original Message -
 From: David Hamilton
 To: hlds_linux@list.valvesoftware.com
 Sent: Wednesday, March 23, 2005 12:36 PM
 Subject: Re: [hlds_linux] steam version @ steampowered.com


 Search on this list and on web forums, you will find tons of people
 who have
 had this issue.

 It's confusing and does not have to be.

 Please update the binary AT LEAST ONCE with the changed syntax.


 Alfred Reynolds said:
 The tool autoupdates itself, just run it once to get the update.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of ruwen
 Sent: Wednesday, March 16, 2005 3:43 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] steam version @ steampowered.com

 Hi!

 When I download Linux HLDS Update Tool from steampowered.com I
 get a REALLY old version. It is still using the old syntax etc.
 How about updating this file?
 It is not necessary to update this file everytime but if there are
 some significant changes 

 - ruwen
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Re: [hlds_linux] log parsing reveals myg0t addys steamid's plus hax users

2005-03-24 Thread List Keeper
Here's the plugin that has those features.

http://www.beetlesmod.com/


On Friday, March 25, 2005 12:11 AM [GMT-06:00],
Kennycom [EMAIL PROTECTED] wrote:
 hrmm,,
 I am running manimod version .10i and after looking through the
 files, the mani_server.cfg and the mani website I didn't see any
 mention of where to
 put things such as kicking for having myg0t and the alt-0160 in the
 players
 names, can someone enlighten me?

 Thanks,

 SP_Kenny

 ps: thanks wArg0d for that link to the ip and steam id list...


 - Original Message -
 From: wArgOd [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, March 24, 2005 6:18 PM
 Subject: Re: [hlds_linux] log parsing reveals myg0t addys  steamid's
 plus
 hax users

 all true but the evidence in my logs suggest the higher level myg0ts
 know this and get around it via other means.
 but i do use mani and am grateful for the plugin.

 alt 160? what about alt-255 and a zillion other unicode
 possibilities. frankly i dislike the unicode name characters.
 they gom up my logs and databases with unreadable junk and make it
 next to impossible to figure out which is which when they all enter
 with nearly identical name strings.


 Chris Jones wrote:
 Thanks for the data.  I've found another useful thing to do, if you
 run Mani, is add to the autoban player name list myg0t, m?g0t
 (where ? is that unicode character that looks like a devil face..
 hard to describe :), and the ALT-0160 fake space (use for NOTHING
 but causing trouble -- valve, please consider removing this).

 Nips a lot of trouble-makers fun right in the bud.  I've also added
 various racist terms (which we all know well, I'm sure) to the
 autoban list.

 I'm not sure how anyone runs a pub without Mani.  With spam
 protection, autobans, cheat cvar detection, anti-TK functionality,
 and word filtering, it makes me wonder why they don't just recruit
 him as a contractor to fix this beta-quality engine.



 Original message from wArgOd:
 Now here is a little present for anyone that doesn't like myg0t

 How about a set of confirmed myg0t member's IP addresses?

 And a bunch more ***tard myg0t downloaders too...

 the records with an IP address are confirmed myg0t members based
 on data in my logs.
 the records without IP addys are ***tards that were using the
 name-changer hax. (obsolete detection now thanks to VALVe's awsome
 efforts)

 http://www.theradianteye.com/myg0t_steamid.htm

 oh yea baby, the logs don't lie and my log parser system is coming
 up to speed.
 When I release this thing it will spell [EMAIL PROTECTED]*@ doom for 
 myg0ts
 (and hackers) everywhere!

 Enjoy! More to follow.

 ___

 --
 Chris
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Re: [hlds_linux] FPS locking to 32 after a few days uptime with SRCDS

2005-03-20 Thread List Keeper
I'm also experiencing this issue on Windows.

CPU   InOut   Uptime  Users   FPSPlayers
49.75 33740.20 76603.084777   161   32.00  22

Protocol version 7
Exe version 1.0.0.16 (cstrike)
Exe build: 11:44:53 Mar 10 2005 (2315)

On Sunday, March 20, 2005 03:44 AM [GMT-06:00],
David Fencik [EMAIL PROTECTED] wrote:
 If there were no workarounds...then what the heck would we talk about
 on
 these lists?

 I've noticed the problem on windows hl2dm and css servers.  I had
 never
 actually reached the floor, and now that we have that defined at
 32fps,
 maybe that can help the guys find the source of the problem.  It is
 not linux-specific.

 On the Microsoft side of the fence, rebooting a server nightly doesn't
 even seem all that ridiculous.

 Dave


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
 Brooking
 Sent: Sunday, March 20, 2005 3:56 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS locking to 32 after a few days uptime
 with
 SRCDS

 David Fencik wrote:
 Surely you can devise a way to restart them nightly.


 Surely you have the missed the point.

 They shouldnt _need_ restarting nightly, that is i'm sure why he is
 bringing this issue to the attention of the list.

 If there truely is a problem, it needs to be fixed, not worked around.
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Re: [hlds_linux] question on if this is normal (-ip/+ip)

2005-03-13 Thread List Keeper
It certainly is for Source (SRCDS), but for HLDS you have to use +ip.

Perhaps it's just a bug, but on Windows HLDS -ip would not bind to the 
specified IP; instead it would bind to the primary/main IP on the dedicated 
server.

I know this is the Linux list, but perhaps my experiences with the Windows side 
helped you.


On Sunday, March 13, 2005 04:00 PM [GMT-06:00],
Renzo Rosales [EMAIL PROTECTED] wrote:

 Use the command line option '-ip x.x.x.x' to a bind the server to a
 certain IP.

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Re: [hlds_linux] build numbers

2005-03-13 Thread List Keeper
For Windows SourceDS the latest is:

Protocol version 7
Exe version 1.0.0.16 (cstrike)
Exe build: 11:44:53 Mar 10 2005 (2315)


On Sunday, March 13, 2005 04:31 PM [GMT-06:00],
Saint K. [EMAIL PROTECTED] wrote:

 Is it correct that the windows source servers have a diff build nr
 then the
 linux once?

 My servers are like this:
 windows build   :  2313
 linuxbuild   :  2309

 And it tells me my linux servers are up to date...
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